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) |