Henry Todd's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Why physicsShape into PhysicsDebrisData can't work in T3d1.2 | Sorry, apparently I didn't really read the topic. I'm guessing you're getting a console error indica... read more | 12/08/2011 (12:13 pm) |
| getting the time of day | If you're on the server and working from script (seems like both of these things are true from the e... read more | 12/07/2011 (10:00 am) |
| Why physicsShape into PhysicsDebrisData can't work in T3d1.2 | Just copying those files isn't going to do anything for you unless you also: 1) Create a project us... read more | 12/07/2011 (9:42 am) |
| T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) | @Guy: Yeah, didn't even think of that... aside from networks delaying incoming packets, if the serve... read more | 09/23/2011 (1:09 pm) |
| T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) | My style of writing a huge reply and then updating it 20 times probably isn't the best way to do thi... read more | 09/23/2011 (12:08 pm) |
| T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) | [b]Update:[/b] Found a workaround. !!NOT A REAL SOLUTION, JUST A WORKAROUND FOR TESTING!! Here's ... read more | 09/23/2011 (11:15 am) |
| TSStatic Instancing Speed | This may not be your problem, but I'll mention it in case it's helpful: There's a long-standing T3D... read more | 02/02/2011 (12:16 pm) |
| T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED | Just tried this out with a row of rocket-spamming AITurrets over fullreflect water, didn't experienc... read more | 01/27/2011 (5:02 am) |
| iTorque2D price | That's likely a leftover that wasn't caught during this recent transition. There had been an iTorque... read more | 01/25/2011 (4:39 pm) |
| T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG | Skyboxes and clouds aren't ever going to be fogged (they're rendered under the rest of the scene and... read more | 01/25/2011 (2:44 pm) |
| T3D 1.1Beta3 - Black Line Rendering Objects at MaxDistance Through Fog - RESOLVED | Reproduced this with those fog settings. No idea what's causing it, but I noticed a couple things th... read more | 01/25/2011 (12:58 pm) |
| T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG | The density thing seems to stump people coming from TGE pretty often, it's definitely a not-uncommon... read more | 01/25/2011 (4:05 am) |
| Projectile Types | I don't know that you're going to find anything quite so specific as actual Tribes 2 projectile type... read more | 01/25/2011 (1:22 am) |
| 3 Questions.. | I'll take a crack at #1... If I'm correct the question is about being able to add/remove DIF interio... read more | 01/25/2011 (12:51 am) |
| Passing data to server, to show on console | My understanding is that you're making a class selection system (from a GUI or whatever else, doesn'... read more | 01/25/2011 (12:19 am) |
| T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG | The fog settings are very different from TGE, however you can accomplish the same results once you g... read more | 01/24/2011 (11:17 pm) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | As is my MO I started talking about something and then moved on once I got it working to my satisfac... read more | 01/06/2011 (10:29 pm) |
| Startup crash on Vista Business | Edit: clipped, fairly certain Ivan's right so there's no need for my uneducated speculation. I'm lea... read more | 12/11/2010 (10:28 am) |
| mountObject working?? | This is just another guess (I should test these before I post them maybe?) but I forgot that physics... read more | 12/09/2010 (3:40 pm) |
| turn head with camera? | By default the head turning animation will only be used when you hold the freelook key and actually ... read more | 12/09/2010 (3:33 pm) |
| Hitting Collision? | Just so you know, If you don't include the Vehicle::castRay function you'll still get a hitbox ID du... read more | 12/08/2010 (11:49 pm) |
| Enable Mouse Cursor | You can use Canvas.cursorOn() and Canvas.cursorOff() in any client-side script to enable/disable the... read more | 12/07/2010 (7:44 pm) |
| T3D 1.1b3 multiple animated TSStatic kills FPS - NOT A BUG | I don't have any specific ideas about your issue that Ivan hasn't already suggested, however wheneve... read more | 12/07/2010 (7:33 am) |
| Hitting Collision? | I should mention that my "HBA192" only works because I have a detail level 192 in my model... read more | 12/07/2010 (7:16 am) |
| [1.1b2] Vehicle camera disabled and bug with Player::setControlObject() | I believe the camera setup was intentional, when mounting a Player you retain the Player's PoV. If y... read more | 12/06/2010 (9:07 pm) |
| Sweet Parallax Terrain Materials Pack? | Great looking stuff... my attempts at parallax work haven't even been close to that. Especially impr... read more | 12/06/2010 (8:49 pm) |
| Hitting Collision? | Okay, here's an updated version of the castRay function for Vehicles. Again, there's no castRay func... read more | 12/06/2010 (8:22 pm) |
| is the physX demo GPU or CPU driven? is it changeable? | To be honest the only method I know of seeing if PhysX is in GPU mode is to go to the NV CP, click o... read more | 12/06/2010 (12:38 am) |
| Hitting Collision? | The T3D version of the resource uses HBA0, HBB0, etc. Apparently there was some change made that mad... read more | 12/05/2010 (11:40 pm) |
| Hitting Collision? | [quote]Ok I made the script changes then made the code changes. C++ changes Built, but when aiming a... read more | 12/05/2010 (9:01 pm) |
| is the physX demo GPU or CPU driven? is it changeable? | I think the big performance improvements show up when you actually get 1000's of physics objects in ... read more | 12/05/2010 (5:40 pm) |
| the console call for rendering collisions? | One of the debug rendering mode in the editor is "Player Collision" which shows collision ... read more | 12/05/2010 (9:29 am) |
| is the physX demo GPU or CPU driven? is it changeable? | On line 85 of pxWorld.cpp I found this: sceneDesc.simType = NX_SIMULATION_SW; // [9/28/2009 Pat] ... read more | 12/05/2010 (9:24 am) |
| mountObject working?? | That sounds a bit more difficult but should be doable. The best case scenario would be that you actu... read more | 12/05/2010 (8:55 am) |
| Hitting Collision? | ...I assume you're making your wall test model a Player object since you mentioned bodyparts. But ju... read more | 12/05/2010 (8:15 am) |
| Hitting Collision? | I'll probably have to split this into two posts. Anyway as far as dealing with the data the exisitng... read more | 12/05/2010 (7:44 am) |
| Hitting Collision? | You'll have to use the new Callback system instead of the old executef method. Here's what I did: ... read more | 12/04/2010 (7:37 pm) |
| mountObject working?? | I don't have any problems with mountObject, in my case specifically mounting Turrets (from Paul Dana... read more | 12/04/2010 (7:23 pm) |
| Farewell Tribes, you returned to us so briefly | Yeah, I just read a similar story on Kotaku and popped in here to see if it'd been mentioned by anyo... read more | 10/26/2010 (7:08 am) |
| Asking for the PhysX.cs file? | I don't have any of the 1.0.x release versions installed anymore but I did scan a copy of 1.0 beta 2... read more | 10/11/2010 (1:30 pm) |
| Need clarification on correctMuzzleVector/eyeOffset ... | As far as seeing the Player's feet/hands, generally if you're using eyeOffset you'd want to turn the... read more | 10/11/2010 (1:15 pm) |
| Need clarification on correctMuzzleVector/eyeOffset ... | eyeOffset is used to place the weapon model when in first person. If not specified, the weapon will ... read more | 10/11/2010 (10:03 am) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | ***EDIT: I just posted another huge thing as a triple-post (which I was about to upgrade to a quad-p... read more | 10/11/2010 (6:16 am) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | ((Long-form discussion of Rigid solvers moved to blog, see link below))... read more | 10/10/2010 (9:38 am) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | ((Long-form discussion of Rigid solvers moved to Blog, see post below))... read more | 10/10/2010 (9:37 am) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | Whoops! I forgot about that call to queueCollision and the return value. Updated the OP to correctly... read more | 10/08/2010 (12:40 am) |
| How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver | For anyone interested in some "light reading," the Rigid solver is generally considered to... read more | 10/07/2010 (10:36 pm) |
| Dedicated Server and Windows 7 | I'm also running a DS on Win7 x64 (the test server from the "Large Scale DS Testing" threa... read more | 10/07/2010 (8:34 pm) |
| why is my ClientGroup.getCount() in startGame 0? | I believe that startGame would be called before the engine creates your local client and "conne... read more | 10/06/2010 (1:07 am) |
| Atlas in Torque3D | Haven't heard of anyone actually doing this, though I have seen the question asked before... I can't... read more | 10/05/2010 (9:32 pm) |