A GUI Element that I use that automatically sizes to the bitmap contained within it.
Author Melv May Date 03/04/2002 (10:00 am) Comment 0 comments
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.
Author Tim Newell Date 03/04/2002 (9:57 am) Comment 26 comments
This Code snippet fixes the lightning and precipitations on torque
Author Xavier "eXoDuS" Amado Date 03/04/2002 (9:53 am) Comment 2 comments
Looking how to implement "personal" radar for your game, but unsure how to code it? Well, here it is for you to use!
Author Matt Webster Date 03/04/2002 (9:51 am) Comment 72 comments
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!
Author Taylor Suchan Date 03/04/2002 (9:39 am) Comment 4 comments
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.
Author Melv May Date 02/24/2002 (10:28 pm) Comment 26 comments
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.
Author Jere Sanisalo Date 02/24/2002 (11:26 am) Comment 0 comments
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!
Author Melv May Date 02/24/2002 (11:23 am) Comment 9 comments
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!
Author Michael Schoonbrood Date 02/20/2002 (9:49 am) Comment 20 comments
Almost all weapons fire from a clip. Here is the first step to getting it implemented into Torque.
Author Michael Schoonbrood Date 02/20/2002 (9:48 am) Comment 10 comments

