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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)
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