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) |