Game Development Community

Martin "Founder" Hoover's Forum Posts

Thread Post Date Posted
Validation required Valadation is when the server computes a CRC for the shape, and when you connect, it requires your i... read more 12/30/2006 (6:00 pm)
Client ID The client ID is passed to the server with the command. So in your server function the first argume... read more 12/30/2006 (5:54 pm)
Force transform vs file size Any node that does not actually animate can be deleted from the scene before you export. A .dsq need... read more 12/30/2006 (5:40 pm)
Force transform vs file size Any node that does not actually animate can be deleted from the scene before you export. A .dsq need... read more 12/30/2006 (5:38 pm)
Trouble with custom wheels not working I meant the wheel needs the collision mesh. I don't use milkshape, so I do not know how it handles d... read more 02/24/2006 (2:59 pm)
Trouble with custom wheels not working I would suggest a collision mesh named "Col-1", and depending on your modeling software, ensure you ... read more 02/23/2006 (7:34 pm)
RepairRate woe Try it like this: %obj.schedule(3000, "resumeRepair");... read more 02/23/2006 (7:26 pm)
Another weird error Those files contain the code for displaying text message boxes on the screen (center and bottom). Un... read more 02/20/2006 (2:46 pm)
Changing path/filename for textures in terrain texture editor? I can offer a suggestion to try, but I'm not sure if this problem exists in base torque or if it was... read more 02/19/2006 (5:29 pm)
Another weird error Some code in missionLoad.cs is calling functions clearCenterPrintAll and clearBottomPrintAll, howeve... read more 02/19/2006 (5:11 pm)
And yet another error! AARGH The error is saying that whatever class PlayerShape is derived from has no onAdd method for it to ca... read more 02/19/2006 (4:58 pm)
Blended Animation Another thing to remember for blended animations is that the dsq (if you are using them) only needs ... read more 02/15/2006 (5:01 pm)
Constraining RTSCamera movement within the mission area/miniMap None spring to mind. Of course I am assuming you are referring to making the mission area the same s... read more 02/15/2006 (4:58 pm)
Vehicles&players? Not by defult. The rts unit is a stripped down player class that is designed to have a very light ne... read more 02/12/2006 (12:30 pm)
Ground Transforms? I cannot explain how the ground transforms system works, but I have spent a fair bit of work in gett... read more 02/12/2006 (12:24 pm)
Blended Animation I have run into this problem before, in my case it was the result of some of the bones having odd tr... read more 02/12/2006 (12:15 pm)
Where can I find this tool? At the top of this page: [url]http://holodeck.st.usm.edu/vrcomputing/scenebuilding/appx_a.shtml[/... read more 02/12/2006 (11:59 am)
CanObserve attribute That is probably some old code left over from the tribes 2 commander map.... read more 02/12/2006 (11:27 am)
Convex? Would it be possible...? The main reason for the use of the convex, or bsp, CSG, etc, is its collision effienciency. There ar... read more 02/12/2006 (11:20 am)
Detecting objects with ContainerRayCast? BTW, what class of object is the coin?... read more 02/12/2006 (11:09 am)
Detecting objects with ContainerRayCast? Does Torque list any warnings about the model when it is loaded? If it is extremely small it migh... read more 02/11/2006 (6:29 pm)
Quick Question There have been some discussions covering this, but after searching for them I find they are scatter... read more 02/10/2006 (8:23 pm)
Stripping color tags ? There is a relatively easy way to do so using the stripChars function, however, you must specify the... read more 02/10/2006 (7:57 pm)
Changing shapes You can use: %objectID.setDataBlock(DataBlockName); To change a vehicle/player/etc dataBlock o... read more 02/10/2006 (7:40 pm)
Cascading mount points? You actually don't have to go to that much trouble. You can mount a static object to a player with .... read more 02/10/2006 (7:17 pm)
Hover Vehicle Min Hover Height The dataBlock values of stabLenMin and stabLenMax are what you want to modify. During normal movemen... read more 02/09/2006 (8:07 pm)
Vehicle destroyed problem I believe what you need to do once the vehicle is destroyed is unmount the player from the plane and... read more 02/09/2006 (7:59 pm)
Function "containerRayCast " with trouble In the raycast line, there is a place to specify masks. In order for the cast to return a specific t... read more 02/09/2006 (7:52 pm)
Spring and turn animations Check out this thread: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=18511[/url]... read more 02/09/2006 (7:35 pm)
Adjusting Overall world scale We ran into that problem too, but right now the simple solution escapes me. If you haven't already, ... read more 02/01/2006 (2:06 pm)
Adjusting Overall world scale In Torque hieghtfield bitmaps, 1 pixel equals 1 vertex. Squaresize says how far apart the vertex's a... read more 01/30/2006 (7:47 pm)
Adjusting Overall world scale I have used a squaresize of 2 for many terrains with no problems. Of course changiung the squaresize... read more 01/30/2006 (2:01 pm)
Collisions with non-moving player or vehicles You might want to expirament with upping the collisionTol of your vehicle (ranges between 0 and 1.0)... read more 10/01/2005 (8:39 pm)
WheeledVehicle steering animation code I loaded it up in Show Tool Pro and Torque, and the wheels were invisible in both, so what's the pro... read more 06/28/2005 (2:32 pm)
WheeledVehicle steering animation code @Jaun, yes that should work. There is no need to specify anything for the opacity map itself, all yo... read more 06/20/2005 (1:54 pm)
WheeledVehicle steering animation code Are you reffering to the texture on the tire? If so I can say it's not a transparent material. In th... read more 06/17/2005 (3:11 pm)
WheeledVehicle steering animation code Well, there is a way to cheat to get the shadows rendered for the wheels... You can make some sim... read more 06/07/2005 (5:10 pm)
Scripting Help Yes, you are on the right track. The engine calls specific script functions, which can differ from c... read more 06/04/2005 (7:52 pm)
WheeledVehicle steering animation code Heres an example file of 2 animated "skin" meshes. [url]http://www.mechina.com/dsimpleskin.zip[/url... read more 05/25/2005 (8:05 pm)
WheeledVehicle steering animation code Well, looking over your models I am assuming the bicycle rider is using the "skin" modifier and is a... read more 05/22/2005 (8:59 pm)
WheeledVehicle steering animation code It should be possible, but the scene probably needs to be setup properly. If you are using 3DSMa... read more 05/17/2005 (7:48 pm)
WheeledVehicle steering animation code Well, I have already stated the ideas I had about it, as for the code required for it, I don't have ... read more 05/12/2005 (2:08 pm)
Full DTS model/animation swap I Used a fair bit of dataBlock swapping for a Tribes2 mod to good effect.The main downside is that i... read more 05/10/2005 (2:30 pm)
WheeledVehicle steering animation code I think I understand what you are needing to do, basically you need to have a guy sitting on the bik... read more 05/05/2005 (7:02 pm)
Mousepick without boundingbox Yes it does, if you notice when you move your cursor over just one unit it will highlight and you ca... read more 05/04/2005 (2:55 pm)
WheeledVehicle steering animation code Oh yes, there was no need for that oppositeSteer variable in there, it was from some bulky code I th... read more 05/04/2005 (2:41 pm)
WheeledVehicle steering animation code For this you need to add a field to the vehicle datablock called "steeringSequenceWheels", and for i... read more 05/03/2005 (5:17 pm)
WheeledVehicle steering animation code Near the bottom of the file, find void WheeledVehicle::renderImage(SceneState* state, SceneRenderIma... read more 05/03/2005 (5:17 pm)
WheeledVehicle steering animation code Okay here's the fix I came up with: in file WheeledVehicle.h in struct WheeledVehicleData: pub... read more 05/03/2005 (5:16 pm)
WheeledVehicle steering animation code Yes I know why it is doing that. Basically the engine does the steering, assuming that the hub node ... read more 05/03/2005 (3:27 pm)
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