The Torque Admin System is a plugin based admin mod that will work with all TGE projects.
Author Daniel Neilsen Date 04/03/2002 (1:22 pm) Comment 3 comments
Here a small 3 line patch to increase the performance of the fluid rendering in the 1.1.1 Torque Engine!
Author Sylvain Rochette Date 03/29/2002 (12:19 pm) Comment 6 comments
This is a cel shading demo programmed with OpenGL, cel shading is a type of rendering that make your 3d models like cartoons
Author Alexander "Nanaki" Traverso Date 03/29/2002 (12:16 pm) Comment 9 comments
Short trigger definition to allow you to insert a map trigger which takes the player to a new server.
Author Edward Gardner Date 03/27/2002 (5:58 pm) Comment 20 comments
The project I'm working on requires the ability to dynamically set the skin of an object according to its team. In our situation, a team actually does mean a team of players and the objects associated with them, but more generally it can be an identifier to associate any group of objects together. Here's how we do it.
Author Joel Baxter Date 03/27/2002 (5:55 pm) Comment 25 comments
This is just a brief compilation of tips and tricks I have learned. It includes anything I can think of that improves workflow/ease of use. Some might be obvious, others may not. Feel free to add-on.
Author Bulish Date 03/27/2002 (5:53 pm) Comment 1 comments
One of the problems with creating lots of static objects within any mission is the fact that any client connecting remotely needs to have all the related object information sent to them over their connection. This is where the fxReplicator comes in. Given the fact that most computer-based random number generators use a 'seed' value to produce a seemingly random value and given this seed value, you can reproduce the supposedly random values again and again. The fxReplicator uses this fact to allow you to select a seed value on the server, create objects based upon that seed value using a pseudo-random number generator, stop those objects from 'ghosting' to the client (the problem part), ghost the replicator object to the connecting client and have this ghost replicator reproduce the exact set of 'random' objects on the client side. Using this process, significant bandwidth can be saved when decorating your mission terrains with static objects.
Author Melv May Date 03/27/2002 (5:50 pm) Comment 38 comments
This is a tutorial I made that simplifies the process of setting up a CVSNT server on a Windows NT machine.
Author Matthew Shapiro Date 03/25/2002 (8:56 pm) Comment 5 comments
GuiBitmapExCtrl supports rotation and scaling from a pivot, flipping (x, y), color, translation, modulation, wrapping etc... GuiBitmapFxCtrl is a effect version of the GuiBitmapExCtrl. It supports waveform (Sin,Square,Triangle,Sawtooth,Inversesawtooth) on rotation, scaling, translation, pivot, color and alpha like Quake3
Author Sylvain Rochette Date 03/25/2002 (8:55 pm) Comment 14 comments
Adding "jetting" functionality to your player.cc file...
Author Taylor Suchan Date 03/18/2002 (2:28 pm) Comment 50 comments

