A GUI Element that I use that automatically sizes to the bitmap contained within it.
This tutorial covers setting up torque to allow for bullet reload animations (like pulling back the bolt lever on a rifle and pushing a new shell in) and clip reloading. (reloading the gun with bullets) It is all done within script so there are no C++ changes and it works with the standard torque inventory system.
This Code snippet fixes the lightning and precipitations on torque
Looking how to implement "personal" radar for your game, but unsure how to code it? Well, here it is for you to use!
These are some models that I put together to show how to do some of the stuff in 3dMax with the way that wheeled vehicles are currently set up in Torque... Yay!
This GUI element allows you to place multiple viewports on the screen rotated around the player camera. Use it for a rear-view mirror for instance.
Single, RefCounted and AutoArray are generic templates designed to ease memory manipulation. Corresponds vaguely to std::auto_ptr. Handles automatic memory deletion and is exception safe.
GuiFilter is a GUI element that allows you to colourize areas of the screen under script control. You can, for instance, produce a night-vision effect or even fade-in/out the whole scene!
Everybody wants to know what weapon is currently selected, and information about that weapon (ammo left). There already is an article on how to add an ammo counter. I will give you the image!
Almost all weapons fire from a clip. Here is the first step to getting it implemented into Torque.