Luigi Rosso's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Homing Missiles | I definitely will be wrapping it up as soon as I have some time to dedicate to it (I also have some ... read more | 11/07/2002 (12:23 pm) |
| Questions about .cc files | The registry patch didn't cause me any problems whatsoever (other apps are working just fine). All ... read more | 11/07/2002 (8:20 am) |
| Homing Missiles | We're having issues with our host, we're moving to a dedicated server as soon as one's available (we... read more | 11/07/2002 (8:15 am) |
| Terrain Texturing | Ron, the problem with what you wanted to do, simply dump the blended texture, isn't possible as t... read more | 11/07/2002 (3:46 am) |
| Terrain Texturing | Very interesting! Thanks for the detailed explanation. I read a post Bryan Turner posted on the ... read more | 11/06/2002 (4:00 pm) |
| Terrain Texturing | Got off my lazy butt and read through some of the code! Here's what I understood: What handles... read more | 11/05/2002 (8:24 am) |
| Terrain Texturing | That's something, thanks :) But not quite what I was wondering about... I'm curious as to how the... read more | 11/04/2002 (6:25 pm) |
| Day / Night cyles in Torque | That looks awesome! The one the dev snapshot refers to is the first implementation from SoV. You... read more | 11/02/2002 (6:18 am) |
| Homing Missiles | Sorry I've been gone for the past few weeks due to conferences and a beast load of work. I lost a b... read more | 11/02/2002 (5:58 am) |
| Need some Tribes 2 help.............. | !Ack! Negative, you got it wrong :) addMaterialMapping("lush/be_ichute01", "environment: speci... read more | 10/17/2002 (12:02 am) |
| Need some Tribes 2 help.............. | I'll try to pickup where he left off :) Ok this only works for interior shapes (the buildings, if... read more | 10/16/2002 (10:57 am) |
| ShapeBaseImage Animation | I'd set it as the sequence (stateSequence) for the fire state via script. Make sure the timeout val... read more | 10/15/2002 (6:10 am) |
| What ever happend to Legends? | You must've had a terrible hosting package... Anyhow, why don't you redirect/update the dns to yo... read more | 10/10/2002 (6:39 am) |
| Adding new map entities (ladders) to the engine? | Well I took a totally different path for my ones (based on what I explained on the other thread). ... read more | 10/08/2002 (5:12 am) |
| Can you use the networking code with anouther engine? | If you want to use the Torque network technology in a different engine, why not read up the document... read more | 10/01/2002 (2:19 pm) |
| Doors, rotating doors... | I have an idea... It shouldn't be too hard to create a door class which uses a DTS shape and dete... read more | 09/24/2002 (2:02 am) |
| getting other players' camera transform | What you should use is %transform = %client.player.getEyeTransform(); This'll only work serversid... read more | 09/21/2002 (3:56 pm) |
| Character Animation - the spine | I was able to fix this on the segmented model (the blue torque guy) by animating the middle spine no... read more | 09/09/2002 (1:05 am) |
| Destructive glass... | You need to make two shapes. One for the glass plane and one which includes shards of glass. You'd... read more | 09/07/2002 (12:32 am) |
| Sky alpha 4bit? | You're probably set to 16 bits, switch to 32 and it should look fine :)... read more | 08/31/2002 (8:25 am) |
| ShapeBaseImage for Firing | You'd simply set it to use a certain type of ammo (in the image datablock) and then give the turret ... read more | 07/06/2002 (5:26 pm) |
| ShapeBaseImage for Firing | There's a state event called stateTransitionOnNoAmmo which will evaluate to a another state event. ... read more | 07/04/2002 (7:18 pm) |
| ShapeBaseImage for Firing | There may be a mistake in your scripted states for the image. Use echo(turret.getImageState(slot)... read more | 07/04/2002 (9:20 am) |
| ShapeBaseImage for Firing | It's a ShapeBase member function, if your turret is a derivate of ShapeBase you should have no probl... read more | 07/03/2002 (8:03 pm) |
| ShapeBaseImage for Firing | You have to call it for the object on which the image is mounted. For example if I wanted to set ... read more | 07/03/2002 (7:42 pm) |
| ShapeBaseImage for Firing | If onTrigger works then try using this (script side): object.setImageTrigger(slot, true/false); ... read more | 07/03/2002 (6:11 pm) |
| ShapeBaseImage for Firing | Sure. I'm not a very good teacher but I'll do my best (I tend to ramble). ShapeBaseImageData in ... read more | 07/02/2002 (7:28 pm) |
| ShapeBaseImage for Firing | You could actually make a seat which is built onto the turret part which yaws and mount your player ... read more | 07/02/2002 (8:29 am) |
| ShapeBaseImage for Firing | The outdoor deployable turret image you see there is a pack :) A turret's image was literally Tur... read more | 07/01/2002 (6:58 pm) |
| Vector Rotation | Agreed, I just had it there for clarity's sake.... read more | 06/18/2002 (8:25 am) |
| Accessing triggers loaded from a mission file | You could name them differently add add them all into a simgroup with the name ObjectiveTrigger if y... read more | 06/17/2002 (7:32 pm) |
| Vector Rotation | Here's an easy way to rotate a vector based on Euler parameters (X Y Z axis rotation) in script: ... read more | 06/17/2002 (12:11 am) |
| Torque Demo Crash Upon Joining Server | Thanks, got that all fixed up you should no longer see my server online.... read more | 06/14/2002 (10:03 am) |
| Torque Demo Crash Upon Joining Server | Hahaha that's my server :) I saw someone join, you can't connect because I have a modified exe with ... read more | 06/14/2002 (9:53 am) |
| StaticShape Collision | Not sure why it isn't working (I remember in T2 it was a little 'fuzzy' too, I remember having to ju... read more | 06/14/2002 (8:43 am) |
| Flip/Mirror bitmaps? | You should be able to do this by simply inverting the order of your glTexCoord* calls. (literally m... read more | 06/14/2002 (3:41 am) |
| ? about multiple explosions | Why not just add a new blood emitter to the player? Then add a new method, Player::emitBlood(Point3... read more | 06/11/2002 (7:33 pm) |
| Inconsistent weapons and projectiles | It's because of how data is sent to the client, the projectile is first instantiated on the server a... read more | 06/11/2002 (7:18 pm) |
| Transparent Terrain | You'd have to enable blending and color modulation then set a datablock field for alpha value and us... read more | 06/04/2002 (6:22 pm) |
| isClientOnline() | The engine has a callback function for a disconnection event. What you can do is set client.connect... read more | 06/03/2002 (9:40 pm) |
| How do I get off this ride!!! | Calm down and reread the documents on CVS. You need to download the SDK of course. WinCVS is jus... read more | 05/16/2002 (8:25 pm) |
| Animated Procedural Textures | Perhaps this would be best handled through hardware (as a shader?) for procedural noise? Anyone?... read more | 05/15/2002 (7:00 pm) |
| Swimming | I had this working too but I had problems when exiting the water, I'd get a small skip due to discre... read more | 05/07/2002 (9:04 pm) |
| Finding initator of OnFire event | It should only be %obj.client not %obj.clientid :)... read more | 05/06/2002 (7:08 pm) |
| Nearby Objects | Hi Xavier, thanks for the suggestion. That's what I meant with the fill container/container find ob... read more | 05/01/2002 (7:43 am) |
| DIFs vs. DTS | The biggest issue would be that DIFs are BSP trees while DTSs are simply meshes. You wouldn't be ta... read more | 05/01/2002 (5:38 am) |
| Nearby Objects | Ok I tried it out. I basically built a list on ShapeBase which keeps track of objects found within ... read more | 05/01/2002 (3:39 am) |
| Nearby Objects | I'll give it a go thanks but I think that what I'm doing now is doing more or less the same thing (w... read more | 05/01/2002 (2:27 am) |
| Ladders anyone? | I really don't have much to contribute but I did try something myself a while ago. I had attempte... read more | 04/28/2002 (1:24 am) |
| VC6 Build Problem | Did you run the two registry files in the VC6 directory? That's the most overlooked step in the pro... read more | 02/04/2002 (3:00 am) |