While it is a simple change to repoint the current max2mapExporter to use the Max 4 SDK there may be a couple teams where the different modelers have different versions of Max. So I separated the max2mapExporter into a version for Max3 and another for Max4. Imagine my surprise when the first time I went to CVS it helpfully changed it all back! So I also added a new dsw file, Torque SDK2.dsw to eliminate the CVS issue.
Author David Dougher Date 04/29/2002 (12:34 pm) Comment 2 comments
This is a small improvement to the MS3D exporter to expose more options in the materials.
Author Simon Windmill Date 04/29/2002 (12:32 pm) Comment 4 comments
Doors: a simple Beginning.
Author Badguy Date 04/29/2002 (11:50 am) Comment 29 comments
This demonstrates a couple things. 1. Mount points for a wheeled vehicle, including weapons 2. Script for mounting and firing 2 weapons on a vehicle 3. Proper Collision Mesh usage for a wheeled vehicle (ie. wheel hub nodes inside the collision box) This is an advanced tutorial and as such it only includes the models and script files. There is no step by step.
Author Harold "LabRat" Brown Date 04/29/2002 (11:48 am) Comment 38 comments
The following code change adds the ability to have separate left and right strafe animations, replacing the current side animation. The original code for strafe left and right (or side to side movement) used a single animation that was played forward or backward in order to simulate movement to the left or the right. While this is a very clever use of animations it does not necessarily create a very believeable representation of a person running to the left or the right. Instead the character hops to the left and right in a movement that at high speeds is not believable. Our changes involve removing the “Side” entries from the Player files and replacing it with “strafeL” and “strafeR” entries. We will start with the Player.h file and add a SideRightAnim to match the original SideLeftAnim. (The SideLeftAnim was played backward for right animations originally) We will also adjust the resulting enumeration entries and calculations that depend on it. Next, in the Player.cc file the new entries for strafeL and StrafeR are added along with table entries that indicate which direction the character is moving in, similar to those currently used for running forward and backward. Additionally in player.cc the routine that switched the sideways motion for player left and right movement by reversing the animation is simply commented out. Finally, the player.cs file has new entries added for strafeL and strafeR. It should be noted that when this change is complete older models will no longer animate when they move from side to side since the call they make to “side” will have been removed. However, the animations will continue to function in all other ways leaving them usable for testing. That’s the plan. Lets get started....
Author David Dougher Date 04/29/2002 (11:45 am) Comment 13 comments
This MOD will add a CD Player control console, Track list console and CD Lookup via the freedb.org CDDB database.
Author Harold "LabRat" Brown Date 04/29/2002 (11:42 am) Comment 5 comments
There is a bug that if you compile the TorqueDemo.exe (Version 1.1.1) as non-console version and have two spaces in the commandline parameters. [ed. this bug is fixed in HEAD revision dated 4/22/2002]
Author AIDan Date 04/22/2002 (6:15 pm) Comment 0 comments
The following fix enables non-additive/non-subtractive translucency when the exporter simply detects the presence of an Alpha Texture.
Author Ken Finney Date 04/18/2002 (10:47 am) Comment 6 comments
Here is some code to add Ogg Vorbis and WAV streaming into Torque.
Author Kurtis Seebaldt Date 04/18/2002 (10:41 am) Comment 27 comments
A video on how to make an M4 Carbine in Milkshape 1.5.10.
Author Chad J. Cox Date 04/16/2002 (5:03 pm) Comment 3 comments


