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Andreas Johansen's Forum Posts

Thread Post Date Posted
GMK for T3D 1.1 Beta 2? Any news on this? Or rather, has anyone used the latest GMK version together with T3D Beta 3, and if... read more 10/28/2010 (12:49 pm)
T3D documentation holes? Thanks for that, Pat. Hadn't thought about it. Could you try and google tone mapping in Torque for m... read more 06/26/2010 (4:38 am)
T3D documentation holes? Really? So there's a part of the engine made specifically for an expansion pack (or what you call it... read more 06/25/2010 (5:02 am)
Projectile Velocity, ballistics etc. gravityMod is a modifier of the default gravity (-9,81) afaik. For example a value of 2.0 for gravit... read more 06/18/2010 (2:33 am)
Can't activate Torsion I have the same problem - unable to activate Torsion with my key.... read more 11/08/2009 (8:51 am)
Specular Masking? Can I use the alpha channel of the diffuse map for specular mapping if there is no normal map in the... read more 06/10/2009 (11:39 am)
PhysX installing problem Try setting the TORQUE_PHYSX_PATH environment variable (mine is set to 'C:\Program Files (x86)\NVIDI... read more 06/10/2009 (10:27 am)
T3D Beta 2 Bug - FPS Kit - Mission Area Check this out if you want the mission area to render when in editor mode; [url]http://www.garage... read more 06/10/2009 (10:25 am)
Beta 2 Bug: Collada shape doesn't update in editor mode [resolved] Fixed this issue by doing the following; In [b]game/tools/missionEditor/scripts/editor.ed.cs[/b] ... read more 06/09/2009 (1:28 pm)
Beta 2 Bug: Collada shape doesn't update in editor mode [resolved] If launching directly into the "World Editor" I have to close and re-open the editor (hit ... read more 06/09/2009 (1:07 pm)
Beta 2 Bug: Collada shape doesn't update in editor mode [resolved] How to reproduce: 1. Launch the "World Editor" from the Toolbox. 2. Open up any missio... read more 06/09/2009 (12:49 pm)
Beta 2 Bug: Collada shape doesn't update in editor mode [resolved] This works as expected in a debug build of T3D. Will continue to investigate...... read more 06/09/2009 (12:39 pm)
64 bit versions of DTS exporters for Max What version of max you looking for?... read more 06/05/2009 (1:37 pm)
x64 support? You can do assembly, but in external .asm files like Howard said. Unfortunately the assembly code in... read more 06/03/2009 (11:41 pm)
Beta 2 Bug:: Multiplayer support in FPS kit Broken (Jimmy Rig) I just move the exec call for lights.cs to after the decals.cs script in datablockExec.cs and it wor... read more 06/03/2009 (3:48 pm)
x64 support? First off, only lib that T3D uses that is 32bit only is PhysX. The rest I got covered with 64bit ver... read more 06/03/2009 (2:57 pm)
x64 support? First off you need to be running a 64bit version of your OS, but I'm sure you know that (just making... read more 06/03/2009 (2:19 pm)
x64 support? Decided to give this another go with Beta 2 of T3D. After a couple of days fiddling with getting the... read more 06/03/2009 (1:58 pm)
Toolbox - purpose for C++ regenerate button? There really should be a messagebox asking if you really want to re-generate the projects after you ... read more 06/03/2009 (11:19 am)
Torque 3D Show Off Thread! @Steve What I posted isn't something I've added or suggested you to add, but something that's in th... read more 06/01/2009 (7:17 am)
Torque 3D Show Off Thread! Just thought I'd chime in and mention this. Not sure if it was changed for beta 2, or if it's been l... read more 05/30/2009 (10:29 am)
Dedicated Server builds - Mac OSX -> Linux Supporting Linux at least for the server is a must for the project I'm working on as well. Haven't d... read more 05/27/2009 (1:11 am)
Howto: Use PhysX Visual Debugger with Torque3D Doh, didn't see that. Thanks :)... read more 05/13/2009 (11:20 am)
Bug: PhysX projects not set to build Yes, it's not hard for me to do. But being that T3D uses a system for auto-generating the projects a... read more 05/13/2009 (11:06 am)
Wireframe? @Bloodknight Did you uncomment and set the $Video::useNVPerfHud var to true in your main.cs scrip... read more 05/12/2009 (8:13 am)
Torque Script Changes In C++ '->' is a dereferencing operator used on pointers as an easier way to use the object point... read more 05/12/2009 (7:08 am)
Torque Script Changes Uhm, he's talking about TorqueScript, not C++ or C#. The TS interpreter apparently uses '->' as a... read more 05/12/2009 (6:08 am)
Wireframe? Good stuff! Noticed GG already have thought about PerfHUD and have even added a console var for it (... read more 05/11/2009 (12:48 pm)
Wireframe? I just remembered Nvidia's PerfHUD application for profiling Direct3D applications (http://developer... read more 05/11/2009 (12:23 pm)
Wireframe? [image]http://andreasjohansen.com/img/wireframe.jpg[/image] Hacked the renderstate and got this (... read more 05/11/2009 (11:48 am)
Wireframe? Doing a quick search through the source code reviled the following global script variables for setti... read more 05/11/2009 (10:26 am)
Site Bug - Blog Spotlight Get the same with FF, but in IE it's just fine...... read more 05/11/2009 (8:59 am)
T3d Beta 1 Bug - Weapon Goes through terrain I honestly don't remember at the moment, but I seem to remember at least older versions doing that, ... read more 05/11/2009 (3:03 am)
T3d Beta 1 Bug - Weapon Goes through terrain I think it's a box, and you can change it on runtime (at least I've done it in previous Torque versi... read more 05/11/2009 (2:54 am)
T3d Beta 1 Bug - Weapon Goes through terrain Having physics (collision) on mounted weapons isn't that of a great idea always, especially in an FP... read more 05/11/2009 (2:34 am)
T3d Beta 1 Bug - Weapon Goes through terrain Would probably look strange either way. Will try and look into this tonight and post my findings her... read more 05/11/2009 (2:06 am)
Search Bug http://andreasjohansen.com/ggsearch.html Put together a custom search with Google to be able to s... read more 05/10/2009 (11:29 pm)
T3d Beta 1 Bug - Weapon Goes through terrain ..or don't clip the mounted weapon in 1st person when you render.... read more 05/10/2009 (1:53 pm)
Suggestion: Use PHYSXSDK environment variable I'd still suggest not resolving that path when creating the projects as people working on the same p... read more 05/10/2009 (5:22 am)
Suggestion: Use PHYSXSDK environment variable Shouldn't that be TORQUE_PHYSX_PATH from looking at the project.conf for the PhysX demo? [code]$E... read more 05/10/2009 (5:18 am)
IMPORTANT: Before running - Update DXSDK, PhysX SDK, PhysX Software (links inside) It is :)... read more 05/09/2009 (2:00 pm)
x64 support? Ouch, that tsShape looks like it'll be a big one. Think I'm just going to drop this as x64 isn't som... read more 05/09/2009 (1:24 pm)
x64 support? Thanks for that link, will hopefully help.... read more 05/09/2009 (12:41 pm)
Can we have the old site back? Great to hear! :)... read more 05/08/2009 (12:14 pm)
Changing Dynamic Fields in Object Editor not working? That would explain it. Any plans removing them?... read more 05/08/2009 (10:43 am)
Changing Dynamic Fields in Object Editor not working? Heh, was just me it seems. Detail distance and what not is apparently set on each material. But what... read more 05/08/2009 (7:56 am)
Can we have the old site back? I just wish the resources was organized into different categories like they used to be.... read more 05/08/2009 (6:31 am)
Search Bug Searching resources or forums isn't working, and that's pretty essential to find information on this... read more 05/08/2009 (6:24 am)
Camera Systems? I think that anything specific to a genre (RPG's like you mention), will/should go in the Genre Kits... read more 05/07/2009 (9:13 am)
Light Rays Nice! :)... read more 05/06/2009 (2:41 am)
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