Horsepack Purchase Thread
by Stefan Beffy Moises · in Torque Game Engine · 04/21/2007 (12:58 pm) · 110 replies
Post here if you have bought / are going to buy the horsepack - so we can make sure you've got a vaild license :) Thanks!
About the author
#42
basically, everywhere where you use something like %horse = new AIHorse() or however you name your variable, e.g.
06/24/2007 (12:21 pm)
@Jan: it depends what you want and if you want to scale every horse...basically, everywhere where you use something like %horse = new AIHorse() or however you name your variable, e.g.
%horse = new AIHorse() {
dataBlock = %datablock;
aiPlayer = true;
};
%horse.setScale("0.7 0.7 0.7");To scale them all, you could try to add it to HorseData::create() in horse.cs like so:function HorseData::create(%data)
{
// The mission editor invokes this method when it wants to create
// an object of the given datablock type.
%obj = new Horse() {
dataBlock = %data;
};
// scale the horse down to 60%
%obj.setScale("0.6 0.6 0.6");
return %obj;
}
#43
And thanks for answers, but I can't test it (with the hors script) before my "Script Master" is back from holiday in next month, he is good to "Recompile and .cc files",, so I come back with a report later.
Best Jan :-)..
06/25/2007 (6:33 am)
Hi again :-).And thanks for answers, but I can't test it (with the hors script) before my "Script Master" is back from holiday in next month, he is good to "Recompile and .cc files",, so I come back with a report later.
Best Jan :-)..
#44
06/30/2007 (1:46 am)
Any chance of you guys (the creators of this pack) providing a TGEA port of horse.h and horse.cpp?
#45
I've used the starter.fps port to test it, you guys should download that, too, probably - if you want to use the demo mission etc. that is...
07/05/2007 (9:05 am)
Ok, I've just ported it today... will clean it up a bit and put it into the zip... together with the materials file etc.I've used the starter.fps port to test it, you guys should download that, too, probably - if you want to use the demo mission etc. that is...
#46
By the way, Stefan, I sent an email a few weeks ago to info@3d-diggers.de. I'm not sure if anyone reads that address anymore or not. I just now sent the email to the address in your profile.
07/05/2007 (10:17 am)
Awesome! I can't wait to get my hands on it. That is a huge value-add for this pack.By the way, Stefan, I sent an email a few weeks ago to info@3d-diggers.de. I'm not sure if anyone reads that address anymore or not. I just now sent the email to the address in your profile.
#47
@all: I have uploaded the new zip containing an "engine_TGEA" folder and the materials.cs file in the "data/shapes/horse" folder - please re-download it from your account page in the shop.
As the player class in TGEA, it lacks footpuffs, splashes and footsteps, that just isn't implemented in TGEA yet it seems... but it should work and be usable with TGEA now :) No fancy shaders or anything yet, but we might add those in the future... have fun! For testing you can use the TGEA starter.fps port!
07/05/2007 (11:53 am)
@Matt: didn't get your email yet...@all: I have uploaded the new zip containing an "engine_TGEA" folder and the materials.cs file in the "data/shapes/horse" folder - please re-download it from your account page in the shop.
As the player class in TGEA, it lacks footpuffs, splashes and footsteps, that just isn't implemented in TGEA yet it seems... but it should work and be usable with TGEA now :) No fancy shaders or anything yet, but we might add those in the future... have fun! For testing you can use the TGEA starter.fps port!
#48
07/05/2007 (12:06 pm)
Purchased!
#49
Just bought it, and keep things going Stefan :)
07/05/2007 (1:47 pm)
Got it 2 years ago from Robert, but this TGEA port sure makes it for a support to ya guys to.Just bought it, and keep things going Stefan :)
#50
THANK YOU for the TGEA port! That has saved us a ton of time!
/does the happy dance
Blessings to you,
-Sparkling
http://www.visionsgame.com
07/05/2007 (8:50 pm)
HOORAY!!!!!!!!THANK YOU for the TGEA port! That has saved us a ton of time!
/does the happy dance
Blessings to you,
-Sparkling
http://www.visionsgame.com
#51
Here we are! :-)
Payment Details
Transaction ID: 6K423426U5324545B
Item Price: 44.99 EUR
Total: 44.99 EUR
Order Description: 3d-diggers.de
Buyer: Wagner Carvalho
07/11/2007 (10:26 am)
Hi Stefan...Here we are! :-)
Payment Details
Transaction ID: 6K423426U5324545B
Item Price: 44.99 EUR
Total: 44.99 EUR
Order Description: 3d-diggers.de
Buyer: Wagner Carvalho
#53
08/14/2007 (4:36 pm)
Posted
#54
08/24/2007 (9:02 am)
I am going to buy the pack very soon
#55
08/25/2007 (6:48 am)
Its possable to put add ons on the horses right? Like maybe wings? Then I could script it to fly woot!
#56
08/25/2007 (10:37 am)
Sure, since there are all source files included (MAX files, C++ Sources and scripts) you can add anything you want to it :)
#57
08/25/2007 (12:27 pm)
Thanks in advance for all the hard work. The horses look wonderful.
#58
paid by aw.donate@afterworld.ru
10/06/2007 (6:36 pm)
Hi Stefan. Purchased this one together with some other packs :)paid by aw.donate@afterworld.ru
#59
I purchased the "Seawolf" Submarine pack! (samuel.didier AT laposte.net)
Best Regards
10/07/2007 (5:47 am)
Hi Stefan,I purchased the "Seawolf" Submarine pack! (samuel.didier AT laposte.net)
Best Regards
#60
10/13/2007 (4:17 pm)
Just purchased
Torque Owner Tim Heldna
Usually the easiest way to alter the scale is to simply change the units setup in Max however the DTS exporter hard codes the scale upon export!
Thankfully there is this: Apply scale when exporting to DTS from 3dsMax