Erik Madison's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Looking for some help on terrain | 1. Uncheck 'tile terrain'. Set your square size smaller, 4 is nice. This will not only make your ter... read more | 02/09/2009 (3:21 pm) |
| CUSTOM JUMP ANIMATION TOO SHORT | Change the fps in the exporter. It's probably pre-set for 15 or 30. That's the simplest method. Ano... read more | 01/27/2009 (1:29 pm) |
| Melee port | [code] Con::executef(image.dataBlock,3,function,scriptThis(),buff1);// error [/code] Change to...... read more | 01/27/2009 (1:22 pm) |
| List all objects | Tree()... read more | 12/15/2008 (11:34 am) |
| Only animating specific nodes | Oops, never noticed what forum heading I was in :) Sorry...... read more | 12/12/2008 (1:22 pm) |
| Only animating specific nodes | Not true with CS bipeds, I frequently remove parent bones from my config files, ensuring ONLY the ch... read more | 12/11/2008 (4:30 am) |
| Only animating specific nodes | Yes. and you can actually run conflicting animations; if they are NON-blends, the sequence priority ... read more | 12/10/2008 (1:00 pm) |
| Groundcover, how does it work? | So layering does work? What is your definition of layer in this case? I keep thinking in terms of JC... read more | 12/03/2008 (1:28 pm) |
| Occlusion culling for dts objects | That's good info on culling, I can cross that off my 'someday' list :) A Q on number of objects tho... read more | 12/01/2008 (4:59 pm) |
| Groundcover, how does it work? | The singular billboard field is for a nice grass effect; the shape billboardUV fields I've never got... read more | 12/01/2008 (4:39 pm) |
| Lost triggers | Double checked both, and now they work again. Thanks!... read more | 11/25/2008 (4:03 am) |
| A good idea? (Torso twist + player rotation) | I completely removed the center-upon-move aspect, and I've been pretty happy. I tied all your stuff ... read more | 11/23/2008 (4:17 pm) |
| Small Mack Pack error | I can help here. Chris's fix is right for TGE. The redone system in TGEA is also good, and works wel... read more | 11/17/2008 (2:24 pm) |
| Megaterrain help | MegaTerrains only accept 512x512 hms, and auto split them into 256x256 semi-legacy chunks. You can m... read more | 11/11/2008 (3:14 pm) |
| How does default.bind.cs find .dsq animations? | Code (movemanager) checks the state/value of variables such as mvForwardAction, mvTriggerCount0, etc... read more | 11/11/2008 (3:07 pm) |
| Level of detail | MultiRes is all fine and dandy, but otherwise it sucks :P IMHO, you are much better off making a few... read more | 11/04/2008 (1:13 pm) |
| Has anyone got HDR / Bloom to work 'out of the box'? | The 'bug' is that the NEW type of sun (sgSun) hasn't been added to the world creator. All this info ... read more | 11/04/2008 (1:05 pm) |
| Damage Animations | If you have AFX as well, you can just set the animationLock. Nothing will override your custom anim ... read more | 10/22/2008 (1:42 pm) |
| Fatal: bitstream.cc@194 error on debug only? | When I get those errors (many many many times over the years :)), it's almost always due to using to... read more | 10/21/2008 (2:00 pm) |
| PhysX Implementation Questions | Something to keep in mind; Polysoup is using opCode, which is used with(designed for?) ODE. While OD... read more | 10/21/2008 (1:57 pm) |
| DTS Exporter: Sketchup | Pro version of sketchup can output to a few formats that the more mainstream editors can read. There... read more | 09/26/2008 (6:41 pm) |
| White dotted lines inside DIFs | Dif will always have some issue, fix this and you'll find something else that doesn't look right. My... read more | 09/25/2008 (2:41 pm) |
| Compile Mission files | Code is hardwired to look for .mis You can easily change that, the engine can handle dso missions ju... read more | 09/25/2008 (2:33 pm) |
| Need C++ Programmer - Hiding Model Parts | If you still have troubles, email me (profile address). I wrote the followup resource, and I now use... read more | 09/24/2008 (3:24 am) |
| Changing areas (not missions) | So in TGE terms, you really are switching missions, minus all the data not required?... read more | 09/23/2008 (4:54 pm) |
| Screen Space Ambient Occlusion | @Stefan Yeah, I don't have baked in shadows. In some spots they are glaringly missing; I'll deal wit... read more | 09/23/2008 (4:11 pm) |
| Screen Space Ambient Occlusion | My 8600GT gets only a 4fps drop; which is actually a [i]boost[/i], as I'm now able to forgo clunky a... read more | 09/23/2008 (11:34 am) |
| Max2Dts - Exporting an embedded anim. | Vehicles don't have any native animations (other than an ifl brakelight). Adding them to your source... read more | 09/16/2008 (3:43 pm) |
| Can I import buildings that were made i Max? | RRGTS is an excellent source, I have just about everything they've made so far. Another group that i... read more | 09/16/2008 (3:36 pm) |
| COpying group of objects and pasting it in another location | For your job, I would use 'Drop at centroid'. This will drop the new at the exact location of the ol... read more | 09/03/2008 (2:53 pm) |
| Free form Motion and Damage | Player.cpp/.cc is in your engine dir of TGE/TGEA. I don't know what you need, so I couldn't recommen... read more | 08/20/2008 (4:41 pm) |
| Free form Motion and Damage | PickActionAnimation() in player.cpp will almost always default to 'root' when a key isn't pressed. N... read more | 08/20/2008 (12:26 pm) |
| Animation (When it feels like it)?? | By 'floats' I assume you mean assumes the default pose you exported the dts with? If so, then code i... read more | 08/20/2008 (12:07 pm) |
| Embedding animation in .DTS | The answer is probably in that doc; I haven't read it for a few years and didn't feel like re-readin... read more | 08/20/2008 (12:00 pm) |
| Walking on Walls? | Check out the BraveTree Jetbike. Rework the mesh, and it would make an awesome hoverboard. And like ... read more | 08/14/2008 (4:38 pm) |
| AiClient.sbr does not exist on project compile | I usually can solve it quicker. Right click the offensive file, 'compile' and then back to the norma... read more | 08/12/2008 (1:10 pm) |
| What frame is what pos? | A blend can be any length, but only 3 keys are referenced. 0 is your root, this should match your ro... read more | 08/09/2008 (10:42 am) |
| Making Kork Yaw by keyboard moveMap.bind | It works. Make sure you delete the config.cs file EVERY time you make a change to default.bind.cs.... read more | 08/06/2008 (2:22 pm) |
| How to sink / show up (almost) instantly. | Move all the sGravity (player, vehicle, item) variables up to shapebase, and add a get/set routine. ... read more | 08/04/2008 (10:15 am) |
| Black cube generated from materials on AIFlyingVehicle | The cube is in approximately the spot helpers are created; base01, start01, etc. Double check your d... read more | 06/24/2008 (1:26 pm) |
| TGEA 1.7.0 : Persistent BUG | I believe Joe's resource in question dealt more with aligning the player's GT with the terrain, and ... read more | 04/24/2008 (1:21 pm) |
| TGEA 1.7 dif vs. dts, shadows and foliage questions | Baked dts don't really exist, think of them as 'ghost images'. I tore apart one of the StarWars game... read more | 04/23/2008 (1:23 pm) |
| Controlling Animations | If you have AFX (any version), look over the overrideAnimation variable. (may be named slightly diff... read more | 04/22/2008 (12:54 pm) |
| Font Cache Question | The target machine will only generate a font it has. Arial and such should be fine on any win machin... read more | 04/22/2008 (12:50 pm) |
| Scaling an entire mission | Sounds like scaling your player down would be simpler than scaling numerous objects up.... read more | 04/20/2008 (7:07 am) |
| Terrain Lighting, Sun Ambient & Sun Color | I rewrote the Celestials system awhile back for TGEA. Assuming you have some type of sun positioning... read more | 04/19/2008 (7:49 am) |
| TGEA 1.7.0 Beta 1 Bug - wheeledvehicle wheels | I fixed this in my copy. I don't recall offhand, wheeledVehicle is missing one of the render functio... read more | 03/22/2008 (4:29 am) |
| How do I specify Min Pixels on LOD? | Left side, under properties. Object tab->edit properties->ID0. That should open the worldspawn entit... read more | 10/10/2007 (1:31 pm) |
| Batched conversion script? | Running a batch file on map2dif+/- is easy. However, I want the new constructor format which works i... read more | 10/09/2007 (12:38 pm) |
| Trying to use built-in shaders and failing | MapTo gets confusing to some, because its only required if the material name is different than the t... read more | 10/09/2007 (12:02 pm) |