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James Ford's Forum Posts

Thread Post Date Posted
values in ProcessTick not consistent Where are you rendering this from, and how are you getting the start position and vector for the ray... read more 11/22/2009 (1:00 am)
Calculate an offset to player position in world Generally this is how you convert from object to world space. [code] Point3F offset(x,x,x); // in ... read more 11/22/2009 (12:53 am)
values in ProcessTick not consistent What type of Reticle is this? Like a targeting 'lockon' which renders around onscreen players?... read more 11/22/2009 (12:37 am)
[Bug 1.1 Alpha] Basic Light Problem Could be this is related to the new detail normal map on that buildings material. Maybe try removing... read more 11/21/2009 (6:25 pm)
[bug1.1a] Forest Editor Meshes No Save/Reload We are working on getting a metrics(Forest) which will show you useful information for debugging and... read more 11/21/2009 (3:06 am)
NOTICE: New 1.1a installer in 24 hours @Chris I am most aware of my own last minute work on Forest and its editor. So, if it does not, you... read more 11/21/2009 (2:51 am)
[bug1.1a] Forest Editor Meshes No Save/Reload Concerning getting a ForestItem count for your forest, no this is not currently exposed as a Console... read more 11/21/2009 (2:37 am)
[bug1.1a] Forest Editor Meshes No Save/Reload Oh no... thanks for bringing this to my attention Steve. [url=http://www.garagegames.com/communi... read more 11/21/2009 (2:30 am)
Gui Editor Control Pallet changes in 1.1 Alpha Agreed, incremental search would be very useful in so many places, the WorldEditor's scene tree for ... read more 11/21/2009 (1:17 am)
[alpha 1.1 bug] prefabs is incorrect working Make sure you are saving your prefab files within the correct project, the save-dialog can default t... read more 11/21/2009 (12:59 am)
[bug1.1a] Forest Editor Meshes No Save/Reload It sounds like managedItemData.cs is not getting executed. Make sure you have this line in scripts/s... read more 11/21/2009 (12:56 am)
Crash with strafing and firing (decal related) Logged as THREED-812... read more 11/21/2009 (12:44 am)
StackPanel resource - Stacking item with automatic column/row Oops, guess it is a GuiDynamicCtrlArrayControl. Geez, what a mouthful. Just thought I'd mention ... read more 11/20/2009 (12:20 pm)
Draw Primitive From Script Edited. NA.... read more 11/20/2009 (7:50 am)
[Resource] MeshRoad Profile Editor Released! Anyone can access resources, so yeah, including the file with changes inline would be bad. It could ... read more 11/20/2009 (4:56 am)
Long Running Whinge = Console + Tidle + Non US Keyboard It seems to me that if we went back to using the key at the location of ` or ~ on US keyboards, it w... read more 11/20/2009 (1:51 am)
Hard crash in GFXD3D9VertexBuffer Logged as THREED-811... read more 11/20/2009 (12:45 am)
[Resource] MeshRoad Profile Editor Released! Concerning the mirrors and download location, is there any reason not to upload this to the gg site ... read more 11/20/2009 (12:41 am)
StackPanel resource - Stacking item with automatic column/row I have not looked at your resource but if you take a look at the library tab in the WorldEditor you ... read more 11/20/2009 (12:36 am)
Player thinks he is in a Water block when he is not Hey guys. Let me know if you feel the changes Steven mentioned above ( or others ) seem to you like ... read more 11/19/2009 (3:27 am)
[Bug 1.0.1] RenderShapeExample Doesn't Render (w/ Fix) One would think that the ability to render would be important for a class named RenderShapeExample..... read more 11/19/2009 (2:28 am)
Crouch does not affect collision? Good to see this isn't broken, thanks guys.... read more 11/19/2009 (2:24 am)
[1.0 Bug?] Cubemap reflections are upside down This appears to be a necessary fact of how cubemaps work. The artwork must actually be setup / flipp... read more 11/19/2009 (2:20 am)
[Bug 1.0.1] MeshRoad: Decals Only Appear on 1st Segment (w/ Fix) Thanks Ryan, committed this fix to the trunk.... read more 11/11/2009 (3:23 am)
River flows to lake issue Yeah, that would work, but the code required to clip WaterObjects against one another would be fairl... read more 11/04/2009 (9:18 pm)
[BUG 1.0.1] CorrectMuzzleVector Always On Logged as THREED-796... read more 11/04/2009 (7:54 pm)
[bug1.0.1] EyeOffSet No Render in Trigger - Collides with it Logged as THREED-797... read more 11/04/2009 (7:52 pm)
[BUG 1.0.1] CorrectMuzzleVector Always On I was never really sure what CorrectMuzzleVector was intended to mean or control, so can anyone veri... read more 11/04/2009 (7:33 pm)
River flows to lake issue Interesting idea, and easy enough to try out, but I would expect that to also generate visible probl... read more 11/04/2009 (7:22 pm)
Getting a Random Integer Between a Range of Values Yeah, that is actually what Torsion uses when you build exports.... read more 11/03/2009 (7:29 pm)
River flows to lake issue There is not currently a solution to this problem. The problem is that you need to draw each pix... read more 11/03/2009 (7:09 pm)
Getting a Random Integer Between a Range of Values If you use Torsion and "build exports" you get a handy list of all ConsoleFunctions that y... read more 11/03/2009 (6:05 pm)
Metaballs Generating any sort of geometry procedurally can get really tricky, especially when you start trying... read more 11/03/2009 (5:55 pm)
[bug1.0.1] EyeOffSet No Render in Trigger - Collides with it Wait... you mean its colliding with the trigger you are inside and... the weapon push back is pushin... read more 11/03/2009 (5:52 pm)
Development: Profile Editor for MeshRoad This IS great stuff. Yep, keep us posted, and you can contact me here or gchat or email.... read more 11/01/2009 (11:07 am)
Moving Gizmo There should be an option in the toolbar to either place the gizmo at the object's origin ( which if... read more 10/25/2009 (2:45 pm)
PhysX for multiplayer games That sort of large scale physical destruction in a multiplayer situation is extremely tricky to do w... read more 10/25/2009 (2:38 pm)
Shadow bug in BL (T3D 1.0) Hum, you know since projected-shadows fade out at a distance anyway it would make sense to use a muc... read more 10/04/2009 (2:02 pm)
Shadow bug in BL (T3D 1.0) That is probably the decal bias, which you can adjust as a field in LevelInfo. A smaller number will... read more 10/04/2009 (2:00 pm)
How does "Ghosting" work? I'm pretty sure that is hardcoded in C++ somewhere but have no idea... actually exposing that on a p... read more 10/04/2009 (3:37 am)
Documentation The T3D code is setup with doxygen style comments that should be able to generate a chm or html help... read more 10/04/2009 (2:29 am)
How does "Ghosting" work? If you take a look at the constructors for most NetObject derived classes you are likely to see some... read more 10/04/2009 (2:19 am)
[Problem Solved] Crash upon disconnect Though if you are just in need of a quick-fix, you might also try scheduling the call to disconnect.... read more 10/04/2009 (2:05 am)
[Problem Solved] Crash upon disconnect While I'm not sure why you are getting that crash without busting out the debugger, I do think that ... read more 10/04/2009 (1:56 am)
Single compile error - cannot open input file 'fps example.lib' Try unloading the "IE FPS Example Plugin" and "NP FPS Example Plugin" projects.... read more 10/03/2009 (11:18 am)
deleting mounted lights? how? Well, another idea is to add an option to LightBase like "ownedByMount" which you could se... read more 10/03/2009 (9:40 am)
FSAA? The 1.0 EdgeAA should be significantly better than it was in Beta5. I corrected a half-pixel off... read more 10/02/2009 (8:43 pm)
[BUG 1.0]SSAO and attack of the fuzzies Here are some [url=http://www.box.net/shared/static/55o7cyygdj.zip]replacement files[/url] that shou... read more 10/01/2009 (12:33 am)
[BUG 1.0] Water surface shader blends pixels from objects In ReflectionManager.cpp in its constructor you can change mRefractTexScale to be 1.0f instead of 0.... read more 09/30/2009 (11:26 pm)
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