Melv May's Resources
Document showing the script start-up calling sequence. Details of calls and declarations are shown in a tabular call-stack format.
Author Melv May Date 12/01/2002 (2:13 pm) Comment 7 comments
This object gives you all the details you need to get you started with rendering an object in the engine.
Author Melv May Date 09/11/2002 (1:02 pm) Comment 52 comments
Provides the ability to create an animated sunlight effect with all the functionality of the fxLight object.
Author Melv May Date 09/02/2002 (12:14 pm) Comment 35 comments
This object is designed to give you the ability to clutter-up your levels with foliage using billboards. [This is now part of the Torque HEAD]
Author Melv May Date 08/09/2002 (3:45 pm) Comment 74 comments
This modification allows you to create more realistic waterblocks by reducing/removing the harse edge you get where the fluid intersects the terrain. [This improvement is now part of the Torque HEAD]
Author Melv May Date 07/11/2002 (10:29 am) Comment 78 comments
A dynamic light that uses key-frame animation to control colour, brightness, radius and position.
Author Melv May Date 05/13/2002 (10:52 am) Comment 51 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
I've expanded the fluid rendering system so as to allow for more realistic fluid motion. In here you should find double-sided environment mapping, drift/flow control, submersion distortion control and control over backfacing for higher performance.
Author Melv May Date 03/16/2002 (1:10 pm) Comment 25 comments
Allows you to show the scene from any named objects' viewpoint. You can setup automatic sweeping (like a security camera) in all axis as well as put a bitmap/colour overlay for the finishing effect.
Author Melv May Date 03/04/2002 (10:03 am) Comment 39 comments
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 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
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
