Dave Young's Resources
This resource shows a basic way to import your own custom cursors for use as hardware cursors, for those mouseover needs!
Author Dave Young Date 09/24/2008 (1:49 pm) Comment 6 comments
This shows how to load up datablocks when the client starts, and not have to include them as part of the mission connection sequence, dramatically improving mission load times. With this change, I can jump from server to server with <10 second load times.. most of the time it's 3-5 seconds.
Author Dave Young Date 09/22/2008 (6:47 pm) Comment 9 comments
This short article shows how to use a script to generate a bunch of complete spells, which might just be variations of the same process.
Author Dave Young Date 09/22/2008 (6:46 pm) Comment 2 comments
Sometimes you have a need to save a portion of the screen out to a file. Different from a screenshot, this function takes in start coords and extent and saves it to the specified file. This is a useful function for a few purposes that I could think of (and feel free to imagine your own) 1) Ingame snapshot function (camera) 2) Ingame image cropping utilities 3) Some kind of automated snapshot generator for object icons
Author Dave Young Date 04/24/2008 (3:56 pm) Comment 7 comments
This resource includes the gui and script necessary to create a barebones but fully functional relational database table editor. You can use it for your complex database editing needs and expand it to create some really handy ingame authoring tools.
Author Dave Young Date 04/03/2008 (5:29 pm) Comment 3 comments
Have you ever needed a server side material list in TGE? Perhaps to maintain a list of base texture names for nefarious purposes muahahaha? Well if so, this resource, brought to you by esteemed TorqueSchool course developer Dave Young, is meant to perform just that activity. It's a resource because we shed real blood figuring this one out.
Author Dave Young Date 03/06/2008 (7:38 pm) Comment 2 comments
As a merge of //http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10957 which was for TGEA, I needed to implement this in my TGE codebase as part of a material overhaul. This resource allows for both the oldname/newname style reskinning, as well as multiple material updates in a single pack/unpack cycle. So if you have a mesh with multiple textures on it, you can reskin several of them safely and be assured that the clients will see the changes.
Author Dave Young Date 03/06/2008 (7:38 pm) Comment 7 comments
This is based off of Tom Spilman's incredible work. It allows you to render a gui to an object's surfaces and even interact with the gui.
Author Dave Young Date 08/17/2006 (7:16 pm) Comment 43 comments
These few files will enable you to get the md5 hash of any file. Very useful when generating md5 hashes for autoupdaters, or version checkers.
Author Dave Young Date 07/03/2006 (6:13 pm) Comment 9 comments
