Picasso's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Find bones! | I also think that in tsShapeInstance, the bones are represented like nodes in object space. So you ... read more | 11/24/2009 (10:40 pm) |
| Find bones! | I have not tested this,but it looks like the bone transforms are stored in a vector called "sBo... read more | 11/24/2009 (7:43 pm) |
| forest editor and the new bullet implementation | I just saw the Bullet files, Bullet in T3D - this is really great! This is like a christmas box :)... read more | 11/23/2009 (1:16 pm) |
| values in ProcessTick not consistent | @Rapid fire Did you solve this ? I found a similar problem in the scripts: I create e new bla... read more | 11/21/2009 (9:48 pm) |
| values in ProcessTick not consistent | oooops,it could be the AI now try this in the player's processtick: [code]Con::printf("clas... read more | 11/21/2009 (1:57 am) |
| values in ProcessTick not consistent | You should check your scripts where you spawn the player. spawn.cs , game.cs , ... Of course y... read more | 11/21/2009 (1:37 am) |
| values in ProcessTick not consistent | Go to player's processtick and use printf to print the id. [code]Con::printf("id %d",ge... read more | 11/21/2009 (1:07 am) |
| Material bug in Advanced Lightning | same bug in 1.1 alpha... read more | 11/20/2009 (8:10 pm) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | It works now,thanks! The forum sometimes behaves wrong,i've seen not only dissapearing chars,but wh... read more | 11/19/2009 (9:04 pm) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | Ok,now T3D crashed at start with this fix. strrchr gets the last ' ', strchr gets the first ' '. S... read more | 11/19/2009 (8:54 pm) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | thanks Konrad.... read more | 11/19/2009 (8:19 pm) |
| Path Shape for TGEA 1.8.2 Having some problems... | Ok,found it. in the header file we should use a lower value for NodeWindow: [code]NodeWindow = 2... read more | 11/19/2009 (8:11 pm) |
| Path Shape for TGEA 1.8.2 Having some problems... | hi everyone, today i reproduced the bug. It turned out to be a stock bug in Torque at all. I used... read more | 11/19/2009 (6:58 pm) |
| Recomended poly count for T3D | Poly count is not the most important thing. If you use null lods(1 vertex),occluders,zones,visible ... read more | 11/19/2009 (12:44 am) |
| Path Shape for TGEA 1.8.2 Having some problems... | I have never tested this code with so many markers. I saw your script,you are a creating the marker... read more | 11/18/2009 (6:35 pm) |
| Path Shape for TGEA 1.8.2 Having some problems... | hmmm,may be it's a scoping issue. Sergio,try to insert that method (just for a test): [code] F3... read more | 11/17/2009 (11:38 pm) |
| Path Shape for TGEA 1.8.2 Having some problems... | hi Sergio, actually i was the person that did the pathshape port for TGEA. I think you are losing ... read more | 11/17/2009 (10:43 pm) |
| Hard crash in GFXD3D9VertexBuffer | This is number 1 issue to everyone. May be the others haven't started assembling a game yet and that... read more | 11/17/2009 (9:13 pm) |
| Billboard, LOD and Collada | hey , guys, it would be better if you provide some screenshots to see what is happening. Also don't ... read more | 11/15/2009 (8:37 pm) |
| What is the use of dustEmitter in Player cpp? | OK,no problem here. I saw the dust emitter intregrated into the vehicles,the same implementation wi... read more | 11/14/2009 (6:49 pm) |
| What is the use of dustEmitter in Player cpp? | @deepscratch [url]http://www.garagegames.com/community/forums/viewthread/102261[/url] Are you su... read more | 11/14/2009 (4:50 pm) |
| What is the use of dustEmitter in Player cpp? | dustEmiter is not used to emit anything,it is left unimplemented. If you need its functionality,jus... read more | 11/14/2009 (4:06 pm) |
| land animation not working | ok,i fixed landing. Firstly go to the method _handleCollision() Put all in comment except for ... read more | 11/14/2009 (3:51 pm) |
| Hard crash in GFXD3D9VertexBuffer | This bug can be reproduces very easily in any of the example scenes in the T3D stock version. Just p... read more | 11/14/2009 (12:38 pm) |
| Hard crash in GFXD3D9VertexBuffer | yes, this bug is present in T3D 1.0.1 too.... read more | 11/13/2009 (11:05 pm) |
| Hard crash in GFXD3D9VertexBuffer | Thanks, Joshua, removing the shadow was a really good suggestion and now i have no rendering probl... read more | 11/13/2009 (10:01 pm) |
| Hard crash in GFXD3D9VertexBuffer | I have found that this crash happens only in Basic Lighting. In Advanced lighting there is no proble... read more | 11/13/2009 (9:08 pm) |
| Hard crash in GFXD3D9VertexBuffer | One more thing to point out: The problem is when we have many items close each other and the play... read more | 11/13/2009 (4:55 pm) |
| [Bug 1.0.1] Mounted ParticleEmitterNode issue [Fix Included] | You should register this object in advancetime(). It is good to take a look at the TGEA documentati... read more | 11/12/2009 (12:16 pm) |
| [Bug 1.0.1] Mounted ParticleEmitterNode issue [Fix Included] | Registering the object in Torquescript is automatically. In c++ you should use your_emiter_pointer-... read more | 11/11/2009 (11:29 pm) |
| [Bug 1.0.1] Mounted ParticleEmitterNode issue [Fix Included] | @elvince ProcessTick is wrong to be used,because it is called on both client and server,thus we wil... read more | 11/11/2009 (7:49 pm) |
| Crash when using scale animations | Chris,you're the man! Collada animations now play without issues.... read more | 11/11/2009 (12:06 pm) |
| [Bug 1.0.1] Mounted ParticleEmitterNode issue [Fix Included] | Jessel i right, particle emiters are never intended to be networked. To create a movable emiters,it... read more | 11/10/2009 (11:08 pm) |
| Crash when using scale animations | Chris, i can not reproduse the bug with another shape.It just works. I can not understand why the ... read more | 11/10/2009 (9:46 pm) |
| Best Place for SetArmThread | If used a global variable for the player (for example $thePlayer),then: [code]$thePlayer.setarmthre... read more | 11/10/2009 (3:17 pm) |
| Minor Issue - Corpse No Fade Out | @Steve I think this is the same problem: [url]http://www.garagegames.com/community/forums/viewthre... read more | 11/10/2009 (10:35 am) |
| Crash when using scale animations | I cannot share my player DTS for testing. I hope you understand that. I can't tell where the proble... read more | 11/09/2009 (9:57 pm) |
| Crash when using scale animations | In fact I spend this morning making a DTS file that would reproduce the bug because I don't want to ... read more | 11/09/2009 (9:52 pm) |
| Crash when using scale animations | I just wanted to tell that I started remaking all my art assets with the DTS exporter. Collada with ... read more | 11/09/2009 (9:24 pm) |
| Run Animation | the run animation is handled with setactionthread() in pickactionanimation() in relation to player's... read more | 11/09/2009 (2:04 pm) |
| Crash when using scale animations | hi, Chris, I tried this fix out but it didn't fix the crash issue. I agree this has nothing to... read more | 11/09/2009 (1:49 pm) |
| [Bug 1.0.1] Mounted ParticleEmitterNode issue [Fix Included] | @elvince use the [code] tag... read more | 11/08/2009 (10:57 pm) |
| Crash when using scale animations | I have just found the problem. I made some tests and realized that the problem is complex and very s... read more | 11/08/2009 (10:50 pm) |
| TSShapeConstructor not working for .cached.DTS | @J.C.Smith Thanks for the answer. Actually i solved this earlier today: baseShape = "art... read more | 11/08/2009 (10:04 pm) |
| Crouch does not affect collision? | If it does not work,then it's a bug. Actually i tested this fragment a few days ago and it works. ... read more | 11/07/2009 (9:37 pm) |
| Crouch does not affect collision? | It should work. At the bottom of updateMove() is called setPose() If we check ahead,we'll see: ... read more | 11/07/2009 (9:19 pm) |
| Crouch does not affect collision? | When crouching your box will be set again. Use crouchBoxSize in your player's datablock. ... read more | 11/07/2009 (5:39 pm) |
| How to zone a non-cube area. | I'll be very happy if we have occluders in the new release. It will be far more useful instead of z... read more | 11/06/2009 (10:57 pm) |
| [Bug 1.0.1] setCloaked not working + Basic Lighting shadow issue with faded object - fix included | I think it is due to BasicSceneObjectLightingPlugin. It is searching for mShadow->shouldRender( ... read more | 11/05/2009 (11:32 pm) |
| [Bug 1.0.1] setCloaked not working + Basic Lighting shadow issue with faded object - fix included | [RESOLVED] It was a very simple bug into the shadow projector. [code] bool ProjectedShadow::s... read more | 11/05/2009 (8:04 pm) |