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Bryan Sawler's Forum Posts

Thread Post Date Posted
Moving decals realtime. I believe the way I resolved this in the past, was to add a client raycast function that operated on... read more 04/05/2012 (10:22 am)
Problem adding "attributes" to the Player class. NEED HELP. %client isn't a player object most likely...it's probably a ClientConnection object. %client.getCon... read more 03/06/2012 (2:44 pm)
MacBook/Pro Compatibility I have one of the older Core 2 Duo MBP's (with the nvidia 9600GT graphics) and it runs well. Obvious... read more 07/07/2011 (12:42 pm)
GuiObjectView not displaying DTS models? Don't thank me - someone else found it, I just happened to have been fixing this same thing yesterda... read more 06/23/2011 (10:39 am)
GuiObjectView not displaying DTS models? Check the 1.1 known issues - there's a known bug for this. Basically, in GuiObjectView::renderWor... read more 06/23/2011 (9:05 am)
Sidescrolling Platform Game Help Please... I'll take the blame for a lot of this mess... I had started that fully intending to do 1 or 2 more ... read more 06/22/2011 (7:47 pm)
Level Finish, Timers, Collectables, Fixed resolutions and Fonts That pickup thing is from the Player.cs file... look for Armor::onCollision and you'll see: [code] ... read more 06/21/2011 (10:57 am)
GuiObjectView and HDR problem - LOGGED (THREED-2018) Seems HDR (or post-fx in general) need disabling when you go to your menus... That's probably a &... read more 06/21/2011 (10:51 am)
T3D Editor Multi-Monitor Experimentation Just made this same change locally - LOVE IT. It has some issues that need to be worked out but it'... read more 06/17/2011 (9:59 am)
T3D Editor Multi-Monitor Experimentation Yes, please! Even without multiple monitors the ability to have them rearranged / behind the main v... read more 06/17/2011 (1:51 am)
Vertex and Index buffer Question Because each face of the cube has a different version of the vertex, as the normal data is different... read more 06/16/2011 (10:13 pm)
T3D 1.1 Final - Problems with fxFoliageReplicator - LOGGED (THREED-1971) I believe it was solely intended as a sample of a custom object type and that either the Ground Cove... read more 06/14/2011 (8:48 pm)
T3D 1.1 Final Mac OSX 10.6.7 Has anyone been able to build this? I've gone through the standard steps of copying the missing ico... read more 06/07/2011 (11:17 pm)
T3D 1.1 Final -- DIF Interior Zoning Problems - LOGGED (THREED-1969) Since difs load and can be exported to dae...is there any reason not to perform this conversion at l... read more 06/06/2011 (4:56 pm)
T3D 1.1 Final Mac OSX 10.6.7 Is there any place where we can see a list of known issues on the Mac? Obviously graphics related -... read more 06/03/2011 (4:59 pm)
IFL deprecated ? huh?what?whazza? There was also just the "play an ogg theora video as a texture" resource posted...which is... read more 05/18/2011 (9:31 am)
Anisotropic problem Ah yes...Torque MOSTLY supports NPOT textures...but they occassionally break things. Still best prac... read more 05/16/2011 (1:43 pm)
Editing Player Movement What would you like to do with the movement code? That's the biggest question... there are lots of ... read more 05/12/2011 (4:49 pm)
Game crashes with too many aiPlayer It's the shadows... I ran into a similar issue. My "fix" (source code side) was: In ba... read more 05/12/2011 (10:51 am)
Custom material shader: light color not being set - RESOLVED I'm going to HOPE that forward rendered objects receive the sun + the 3 most powerful lights (that i... read more 05/03/2011 (11:51 am)
Source control and changing engine source questions If you're changing the engine source itself (fixes, tweaks etc), change it in the engine directory. ... read more 04/29/2011 (10:06 am)
how do I use object (instance) methods? Glad to help! Been toying with Torque for years before I finally felt comfortable enough to reall... read more 04/22/2011 (9:27 am)
how do I use object (instance) methods? For a local game, you have LocalClientConnection (which maps to most places you see %client, so Loca... read more 04/21/2011 (3:37 pm)
Object Instancing & Occlusion Culling Support Plans Hardware instancing really is mostly for the "filler" to make the world feel otherwise les... read more 04/20/2011 (9:33 am)
T3D 1.1 Preview - Only 1 SimObjectTypes bit left - RESOLVED (THREED-1581) Paul - COMPLETELY agree it'll have to be readdressed in the future (say, 1.2, 1.3) but that means th... read more 04/20/2011 (9:30 am)
T3D 1.1 Preview - Only 1 SimObjectTypes bit left - RESOLVED (THREED-1581) Paul, That's the problem - there is no "right" here... Changing it to work any differe... read more 04/19/2011 (5:23 pm)
Object Instancing & Occlusion Culling Support Plans Occlusion culling (using placed occluders) is being finished up for 1.1 currently (along with portal... read more 04/19/2011 (10:45 am)
T3D 1.1 Preview - Only 1 SimObjectTypes bit left - RESOLVED (THREED-1581) I'll just throw out that if ANYTHING is to be done for 1.1 final, it should be a pruning of the exis... read more 04/19/2011 (10:42 am)
The BIG Shader Thread! It looks like there's just a super-bright light outside of the window that's being cranked up to HUG... read more 04/19/2011 (10:34 am)
T3D 1.1 Preview - Deathball Desert visual artifacts - NOT A BUG Dumb idea here (I'm sure it is...) BUT... Would it be possible to add in a render bin (I'm not su... read more 04/12/2011 (8:10 pm)
xbox 360 and torque 3D Console development takes a decent amount of money, and a decent amount of history in the industry t... read more 04/08/2011 (1:06 pm)
[T3D 1.1 Beta 3] no longer get the mouse button up event - RESOLVED Awesome work Dave! This was something I was looking to do previously and that seems like a perfect ... read more 04/05/2011 (3:11 pm)
Separating camera control from player movement I'll take the blame for this... I've thrown together a couple of these little sample resources - an... read more 03/28/2011 (2:41 pm)
T3D 1.1 Beta 3 - Spotlight rendering through tsStatic visible meshes - LOGGED A light will shine through collision or anything else. The proper way to "fix" this is tha... read more 03/24/2011 (9:43 am)
[SOLVED WITH 1.1 Preview] T3D 1.1 Beta 3 - Collada-Mesh incorrectly rendered - RESOLVED This sounds like a model with incorrect normals / vertex winding. Verify in your editor that the nor... read more 03/23/2011 (2:37 pm)
zaxis MouseWheel input? Don't most mice map scrollwheel up and down to buttons 4 and 5? Try those? ... read more 03/18/2011 (5:43 pm)
SetMaterial doesn't "apply" new material to mesh TSStatics have no networked features, and as such ANY changes do them once they're created isn't ref... read more 03/18/2011 (1:15 pm)
Bring up GUI using trigger or 'USE' key. You use Canvas.pushDialog to push a new GUI. Look in the default.bind.cs file in scripts/client/ you... read more 03/18/2011 (10:41 am)
Multiple terrains per mission file The best way to get rid of a seem is to hide it. You can remove individual cells so the seems don't ... read more 03/15/2011 (9:42 am)
T3D 1.1 Beta 3 - pointlight shadow issue Is that just the "seem" of the dual paraboloid? If you rotate the light (since it's a poin... read more 03/14/2011 (9:12 am)
Trees, transparency and water Are the leaves using blending to be partially see-through? Try switching them to no blending, but i... read more 03/12/2011 (12:18 pm)
Torque3D and Occlusion Culling Hey Tom, were you in that session on the Battlefield 3 occlussion culling? I went to that + the occl... read more 03/11/2011 (11:49 am)
T3D 1.1 Beta 3 - ScatterSky banding with HDR enabled Looks like a precision issue in the HDR shader... Sadly on my Mac here I get no HDR (or any PostF... read more 03/10/2011 (10:15 am)
THE: I want Torque3D 1.1 on Mac Thread. I know they've committed to making it but that it's lagging behind the Windows release... I'll be m... read more 03/08/2011 (10:16 am)
Rotate player and then move forward Look at: http://www.garagegames.com/community/resources/view/20880 It's actually part 2 in a res... read more 03/07/2011 (11:11 am)
[bug 1.1a] Zones and Portals bugs - RESOLVED While huge, massive, enormous system design changes like the one you're undergoing with the zones/po... read more 03/07/2011 (10:17 am)
Documentation - Collada & Weapon/player model Max will spit it out at whatever FPS it's made at I believe (in my case..my artist has a nasty habit... read more 03/04/2011 (4:38 pm)
Tying a script to a mesh? My recommended suggestion: 1) Make each of these objects you want to click on be StaticShape's, d... read more 03/04/2011 (4:31 pm)
Shadows just seem wrong I imagine with a trigger and a commandToClient (to that specific player's client) you absolutely cou... read more 03/04/2011 (4:27 pm)
Documentation - Collada & Weapon/player model In Max I BELIEVE it will use the full timeline you have as the exported animation clip (I know this ... read more 03/04/2011 (9:20 am)
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