Most media type paths come from the datablocks and profiles with a few glaring 'gotcha' exceptions. This resource will remove all but two (that I could find) and push them out to the script area where the rest are. This is based on torque 1.5.0 so you probably will need to make some adjustments for 1.4 and earlier.
Author Gregory "Centove" McLean Date 11/30/2006 (1:20 pm) Comment 3 comments
qSort a list of words or numbers. TGE 1.3
Author Orion Elenzil Date 11/25/2006 (10:00 pm) Comment 7 comments
This resource modifies the TGE decal renderer to render decals in batches instead of individually.
Author Alex Scarborough Date 11/25/2006 (9:58 pm) Comment 1 comments
This resource modifies the TGE decal renderer to render decals in batches instead of individually.
Author Alex Scarborough Date 11/25/2006 (9:57 pm) Comment 7 comments
This resource will add a Door object into your version of Torque. The door can open/close by rotating, sliding horizontally, or sliding vertically. All of the doors functionality can be changed through script.
Author Joshua Jewell Date 11/21/2006 (4:49 pm) Comment 25 comments
I made a promise a long time ago when I started the http://www.mydreamrpg.com, that any enhancements to the engine we made that could "stand-alone" would be released as free resources. This is me keeping that promise to the community. I had a need to extend the existing guiHealthBarHUD by allowing it to display health on any player and yet not break existing installs.
Author Dreamer Date 11/18/2006 (11:33 am) Comment 4 comments
This was something I did during an uneventful night. I hope it helps people out. In the future I may post my relief mapping water code, though at the moment that has several problems.
Author Matt Vitelli Date 11/14/2006 (7:38 pm) Comment 18 comments
button map for a PS2 controller hooked into a SmartJoy PLUS PS2->USB adapter
Author Michael Apfelbeck Date 11/13/2006 (4:45 pm) Comment 0 comments
An simple modification to the Mission Editor to add the MoveUp and MoveDown to the Free Camera Mode so that it is easier to edit.
Author Pisal Setthawong Date 11/13/2006 (4:45 pm) Comment 3 comments
Inside 3dsMax, you may want to apply a scaling factor compared to Torque units. For example, if Torque units is Meters, then you don't want the system scale in Max to be Meters, because that makes it very inconvenient to navigate the camera. With this patch, you can instead set the system units to inches, centimeters, or even millimeters, and it will scale the geometry and animations appropriately on export.
Author J "hplus" W Date 11/13/2006 (4:45 pm) Comment 3 comments



