Desmond Fletcher's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Working on a gernic event system for Torque | A bit off the main thread--you mentioned a bug with the waterBlocks...what is that issue about?... read more | 10/10/2003 (6:32 pm) |
| Quark 6.4.1 snapshot? | Sorry I missed this post Matthew. We have been testing the alpha a bit, but haven't had time to giv... read more | 10/09/2003 (1:55 pm) |
| Water under the terrain | Yes, but it will take some coding. We have underterrain water rendering in SSD but had to add some ... read more | 10/09/2003 (1:38 pm) |
| How many MIPS is torque capable of | I thought spiffy plastic cases would melt in the flux capacitor.... read more | 10/08/2003 (6:54 pm) |
| Using 3dsmax to create buildings as opposed to QuArK & Hammer? | I modified max2map to work with QuArK..however, I don't use it that much because A) I'm not that goo... read more | 09/29/2003 (6:48 pm) |
| Map2dif problem | @Gilles, textures do not have to be in the same folder as the exported dif. Nor do they have to be ... read more | 09/28/2003 (10:18 am) |
| Crouch and Prone Players | Thanks, much better :)... read more | 09/27/2003 (3:20 pm) |
| Crouch and Prone Players | I think Willbkool is exactly right Xavier. What's your point other than not answering the question?... read more | 09/26/2003 (7:18 pm) |
| Map making prob | @phoenix--you haven't provided enough information in this post so that someone could help you -->so ... read more | 09/20/2003 (7:26 am) |
| Render Problem? | I believe you need to use the sort:: option when exporting--check out Joe Marushek's documentation.... read more | 09/18/2003 (3:29 pm) |
| Map editor -- any suggestions? | @David, I believe the 6.4 alpha of QuArK supports viewing png images (it previously would load them ... read more | 09/18/2003 (3:23 pm) |
| Light problems and the latest FGD? | See your other post... read more | 09/18/2003 (12:12 pm) |
| Still no lights | First you have to use the version of map2dif that is compiled with the rad package included. There ... read more | 09/18/2003 (12:11 pm) |
| Firewalls: I can't get a multiplayer game working | Very nice Stefan, thx... read more | 09/17/2003 (11:44 am) |
| Firewalls: I can't get a multiplayer game working | So this means you're both working with R112 because I don't think the [b]connect[/b] option works in... read more | 09/16/2003 (6:50 pm) |
| Firewalls: I can't get a multiplayer game working | Jared, Are you working with the HEAD or R112?... read more | 09/16/2003 (1:58 pm) |
| Delayed Explosion Projectile Jitters and shakes | Contact Jackie Hayes, he came across this and fixed it I believe.... read more | 09/06/2003 (12:48 pm) |
| Max2Map output question | Steve, are you trying to go straight to dif format from Maya?... read more | 09/04/2003 (11:06 am) |
| QuArK problem with export to DIF | Brilliant idea Kevin...I should have remembered that :) Used that same trick with Q3 maps using caul... read more | 08/24/2003 (12:51 pm) |
| QuArK + Python 2.2 | Quark6.4 alpha 1 now includes the python.dll so the minipy15b.exe is no longer required to be instal... read more | 08/16/2003 (10:57 am) |
| Weird shading on thin brushes | Try placing the poster brush 1 unit away from the wall... read more | 08/16/2003 (10:55 am) |
| Sun position | Ward, if you add our utilities menu to your system, it has a sun vector calculator which lets you pi... read more | 08/16/2003 (10:54 am) |
| i'm flying through the walls | If you want to create collision brushes, use the Null texture on the brush in a DETAIL entity. DOn'... read more | 06/27/2003 (2:40 pm) |
| ES_QuArK | Cool work John!... read more | 05/28/2003 (7:17 pm) |
| quark4torque or Quark | I'll sacrifice floating point anyday for Joshua's cool radiosity! But I also expect map2dif to have... read more | 05/28/2003 (7:16 pm) |
| TGERad - Radiosity | It depends on your settings of course. If you leave [b]rad_iteration_limiter[/b] at 0 it can take a... read more | 05/25/2003 (6:22 pm) |
| Several objects on one tex sheet problem | Probably get a better response from the 3d modelling threads... read more | 05/13/2003 (12:40 pm) |
| More DIF goodness :) | use 256 by 256 for the terrain images... read more | 05/13/2003 (12:38 pm) |
| A quark + maptodif error | Sounds like you have not set any of your [b]worldSpawn[/b] parameters. Try these: "classname" "w... read more | 05/13/2003 (12:26 pm) |
| What is with the player.png map? | Injae, where did you find the plug-in?... read more | 05/12/2003 (1:20 pm) |
| Area Based Level Loading | Use triggers. you could also use the mission area as a trigger.... read more | 05/05/2003 (5:34 am) |
| TGERad - Radiosity | QuArK and TGERad work great! Transparency is an issue with interiorRender.cc (we have submitted a p... read more | 05/01/2003 (10:58 am) |
| Fog Layers are the Tool of the Devil | You can have three layers of fogVolumes with layer 1 being the lowest. The three values are visible... read more | 04/29/2003 (10:58 am) |
| quark question | You will need to create your own concrete texture (or change it the texture/name altogether). Add i... read more | 04/21/2003 (6:27 pm) |
| "Error, degenerate plane (colinaer points ) | You have vertices that are perhaps not on grid (integer coordinates) and they are also very close so... read more | 04/17/2003 (5:43 pm) |
| QuArk question: Watery/non-watery textures? | Brush entities such as portals, details must have a poly under them in the treeview to the left. Th... read more | 04/17/2003 (5:41 pm) |
| Quark transparencies | Kurt, are you talking about transparency in QuArK or in the dif? In QuArK (6.3.0) you have to use a... read more | 04/05/2003 (11:29 am) |
| Map loading problems | You didn't respond to my questions.... read more | 04/05/2003 (11:26 am) |
| Interiors...need some help | If this is for day/night transitioning then I think you will have to do as you say: [quote]What I ... read more | 04/05/2003 (11:24 am) |
| Massive mistake, but where? | Erik, the dtsScene.cfg has "root 128" in the NeverExport group. Are you suggesting to move that lin... read more | 04/03/2003 (6:14 am) |
| Massive mistake, but where? | Kyle, you used the default player and got animations? When I export the model I get no animations.... read more | 04/02/2003 (3:35 pm) |
| to gg staff is there anyway to get player animation files ? | Seriously--can we get the max file with the animations?... read more | 04/02/2003 (3:32 pm) |
| creating player skins question | Yes, it appears to be environmental mapping, but the skin has no alpha channel to begin with so I do... read more | 04/02/2003 (2:36 pm) |
| -show not working in latest head | works for me... read more | 04/02/2003 (12:41 pm) |
| Metrics documentation? | There are 10 metrics modes: [b]Audio[/b] OH.....numOpenHandles OLH....numOpenLoopingHandles ... read more | 04/01/2003 (11:24 am) |
| Mounting / Dismounting Vehicles question . | Very cool vehicle--I wanna play :)... read more | 03/31/2003 (10:37 am) |
| Vehicles in Worldcraft? | If you want animations, use MilkShape or Max. If static is ok and you want lightmaps, use WC or QuA... read more | 03/30/2003 (6:02 am) |
| Shadowbane, what a computer game shouldn't be | @Pat and Brad--Awesome reviews--I think you should start a column :)... read more | 03/27/2003 (10:06 am) |
| Quark: texture and black out? | I think what you're seeing is "Z fighting" where you have two surfaces fairly close to each other an... read more | 03/20/2003 (12:00 pm) |
| scaling objects | Read this: [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977[/url]... read more | 03/19/2003 (3:36 pm) |