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Clint S. Brewer's Forum Posts

Thread Post Date Posted
Server-less mission rendering You could have a "menu" mission auto load as a single player game, then based on whatever you do in ... read more 02/01/2005 (2:20 am)
Texture Manager crash Stephane, I task switch and resolution change all the time...I have gotten crashes on rare occurance... read more 01/31/2005 (1:19 am)
Project Manager Bug entry? Shhhhh. be vewy vewy quiet....we're hunting wesponses.... read more 01/31/2005 (1:13 am)
Fix for DTS Auto Billboards @ben It crashes on export in 3dsmax, just grinds away for a while then crashes. I'll try it with a ... read more 01/29/2005 (9:24 pm)
Fix for DTS Auto Billboards Hmm no luck, I'm getting some crashes. I'm using the exporter for max 6/7 right now( no source co... read more 01/29/2005 (9:19 am)
Fix for DTS Auto Billboards Ahh, I understand now, I was confused with the BB:: in front of the detail vs the mesh itself. ... read more 01/29/2005 (7:53 am)
Fix for DTS Auto Billboards Thanks for the reply Ben, I thought this was something different than that, some sort of automati... read more 01/29/2005 (1:12 am)
Max6/7 exporter !! Updated 12/25/04 . Yes, [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=25448]here[/url]... read more 01/27/2005 (4:44 pm)
Max6/7 exporter !! Updated 12/25/04 . Thanks for the heads up, maybe this is what Paul is running into in the 'feet bounce' thread.... read more 01/27/2005 (2:07 pm)
Max6/7 exporter !! Updated 12/25/04 . Thanks for the update, I just got a copy of max7, and it's really nice to be able to just get back t... read more 01/27/2005 (1:21 pm)
Fix for DTS Auto Billboards I just ran across this last week in the code, this sounds wonderful! I saw that the exporter matrix ... read more 01/27/2005 (1:18 pm)
Feet bounce [quote]Are you using Character Studio? ..edit snip...I tried the same thing with another character... read more 01/27/2005 (1:35 am)
Feet bounce Hi Paul, I'm fairly new at all this myself, only a couple months now. [quote]When I bring the mod... read more 01/26/2005 (11:04 pm)
Audio problems.. James, I'd probably try Marcelo's new sound resource that uses vorbis's code directly and unchanged,... read more 01/25/2005 (1:34 pm)
Audioprofiles.cs and general script organization @Robert, [quote]map essentially guaranteeing that all is fair. Or would you rather the audio profil... read more 01/22/2005 (5:51 pm)
Audioprofiles.cs and general script organization Ah hahhh.. [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6738]her... read more 01/22/2005 (12:19 am)
Audioprofiles.cs and general script organization @Dirk, thanks for the link, good notes, but unfortunately not what I'm looking for. As I recall, it... read more 01/22/2005 (12:09 am)
Audioprofiles.cs and general script organization [quote] AudioProfiles on the client is meant for things like GUI sounds, music, and so forth. These... read more 01/21/2005 (11:55 pm)
Audioprofiles.cs and general script organization [quote]unless you want ot be calling clientCMDs[/quote] oooooh good point, I wasn't thinking there.... read more 01/21/2005 (3:27 pm)
Audioprofiles.cs and general script organization Aside: it's interesting that the audioprofiles and audiodescriptions on the client side are created... read more 01/21/2005 (3:11 pm)
Audioprofiles.cs and general script organization Sure I understand that, but is there a reason it has to be in two different places? some backgrou... read more 01/21/2005 (2:56 pm)
Audioprofiles.cs and general script organization [quote]Why not just have the audioprofiles defined on the client?[/quote] is it that the server can... read more 01/21/2005 (2:45 pm)
Render collision mesh debugging mode? Possible, but I don't think so. it was just a static mesh, no sequences in the file that I knew of. ... read more 01/21/2005 (1:37 pm)
Render collision mesh debugging mode? [quote]Not sure that is possible.....What is the "bad" behavior?[/quote] you can run right through ... read more 01/21/2005 (1:44 am)
Render collision mesh debugging mode? Unfortunately I've run into problems already where the collision meshes look just fine in TST pro bu... read more 01/20/2005 (11:58 pm)
Irritating rendering artefact [quote]Increasing the visible distance makes the problem go away[/quote] thats odd. it probably jus... read more 01/20/2005 (3:04 am)
Max maya and money, some advice? Thanks for the advice Logan, I contacted the reseller just got a call back, they were very helpful.... read more 01/19/2005 (10:58 am)
Torque Fonts display incorrectly Just saw this again late last night, I had a break point at some early point of execution in sceneob... read more 01/15/2005 (3:37 pm)
Torque Fonts display incorrectly For what it's worth, I've seen this same problem before. I've seen it as driver bugs on some older ... read more 01/13/2005 (1:22 pm)
ObectIDs are unique and the same run to run? [quote]Any particular reason you need so much grass?[/quote] this question is just bursting with hu... read more 01/13/2005 (1:09 pm)
ObectIDs are unique and the same run to run? Heh yes, an aweful lot, on the order of ...well..lets see... my test level has replicators with Fo... read more 01/12/2005 (2:30 am)
130+ model tree pack I also want to say that these are really really nice. I love the scrub pines especially, but almost ... read more 01/11/2005 (4:44 pm)
ObectIDs are unique and the same run to run? I was making a pass at caching the fxfoliageitems's. first pass is done and caching works fine. but... read more 01/11/2005 (4:34 pm)
ObectIDs are unique and the same run to run? That almost worked, but mFieldData had a StringTable Entry and a Texture Handle which weren't good... read more 01/10/2005 (7:13 pm)
ObectIDs are unique and the same run to run? Like so: [code] //NOTE: assumes that // mFieldData has been initialized and // ... read more 01/10/2005 (5:00 pm)
ObectIDs are unique and the same run to run? Ahh ok I see calculateCRC function now, how about this, I'll just calculate the crc based on all t... read more 01/10/2005 (4:36 pm)
Simple plant spawner problem... Good idea Lidwine, I've got things working ok right now, but I might do something like what you sai... read more 01/08/2005 (5:39 pm)
Using a Particle Effect as the sun? [quote] The only way I can think of achieving this is to scale the particles to a large amount and... read more 01/07/2005 (6:12 pm)
Simple plant spawner problem... Hmm well using the schedule seems to be working fine now, I think I must have had some hacky stuff i... read more 01/07/2005 (3:48 pm)
Console History saver? @Owen: you beat me to it! :) ok here it is for anyone who wants it, hopefully a timesaver for s... read more 01/07/2005 (12:10 pm)
Console History saver? Ahhh ok here's the console method: [code] ConsoleMethod( FileObject, openForRead, bool, 3, 3, "... read more 01/07/2005 (11:48 am)
Console History saver? Hmm. yes that snip was from my FileObject.cc source file. This is pure from TGE 1.3 cvs checkout, a... read more 01/07/2005 (11:47 am)
Console History saver? Ahh I guess I should be using the FileStreams instead of the FileObject ok.... read more 01/07/2005 (11:29 am)
Console History saver? Yes ctrl c and ctrl v are good...as long as you have what you want in an easy place to copy. aw... read more 01/07/2005 (11:27 am)
Console History saver? K thanks. I'll probably add one then. Is this useful for other people or do you have another way of... read more 01/07/2005 (10:18 am)
Particles Effects gravitating (collapsing) towards a player? If you want to try out using a negative emitter velocity then open up ParticleEngine.cc and comme... read more 01/05/2005 (5:43 pm)
Sounds get mixed up For people having trouble with footstep sounds playing the wrong sound take a look at [url=http://ww... read more 01/05/2005 (3:35 pm)
Terrain sounds.. how to? @billy nice on the player.cc fix, thanks for posting this. now what I reallly want is for dif... read more 01/05/2005 (3:24 pm)
Particles Effects gravitating (collapsing) towards a player? Another way would be to add support for a -emitter velocity that would emit in the opposite directio... read more 01/05/2005 (3:05 pm)
Particles Effects gravitating (collapsing) towards a player? One way to do it is to make really big particles that shrink over time. so yuo have a super big p... read more 01/05/2005 (2:56 pm)