Game Development Community

John "Mythic" Henry's Forum Posts

Thread Post Date Posted
Physics in 1.1 Final? Don't forget, the Default templates still don't include Physics. You still have to add them to the ... read more 06/13/2011 (2:43 pm)
PhysX SDK with Torque The path to include files (for both Debug and Release configurations). Project Properties->C/C++... read more 06/13/2011 (2:32 pm)
BraveTree Tank Port to T3D cont.. [code] // Engine engineTorque = 4300; // Engine power engineBrake ... read more 06/11/2011 (8:05 am)
BraveTree Tank Port to T3D It turned out fairly simple once I figured out the issue with the turret/barrel system. To try and ... read more 06/11/2011 (8:03 am)
BraveTree Tank Port to T3D I still need to finish the Recoil system and add in a Fire Animation. At the moment the Treads now ... read more 06/11/2011 (7:59 am)
BraveTree Tank Port to T3D Solved... As I added to the Main Section at top, using that Camera resource I was then able to use... read more 06/11/2011 (7:53 am)
T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) Your Gonna Luv this... Forget all those changes above :) CheetahCar.cs (Datablock for CheetahCar... read more 06/08/2011 (9:02 am)
T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) A bit finer tuning of the wheels with my earlier hack.. Checks along the X axis instead as it has f... read more 06/08/2011 (7:08 am)
What is GameBaseHiFiObjectType? The basic understanding I have of it is for when you have objects moving at HiSpeeds, to help deal ... read more 06/08/2011 (3:47 am)
T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) *this is a 1.1 final with only changes to allow { <-/-> a/d } keys for steering instead of mou... read more 06/07/2011 (9:59 am)
T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) Just tried a simple Hack... This causes it to corretc and right itself with the default car settin... read more 06/07/2011 (9:14 am)
T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) I dont think the quicksand issue is a mass issue. I just ran through it a bit and watched was it do... read more 06/07/2011 (8:39 am)
using a variable to refrence a gui object name. Watch out for Name and Class clashes, although I think they fixed that.. Havent tried it in awhile ... read more 06/05/2011 (7:19 pm)
using a variable to refrence a gui object name. Yeah, you need the "Handle" for the Gui object you want move around. heres a couple of ... read more 06/05/2011 (7:17 pm)
Team Spawn Locations If you track back from there using the Break Points and call stack you should be able to find where... read more 06/05/2011 (7:10 pm)
Nothing major, but clears out an error with vehicles.. (Script part) Heres an Updated version to deal with Removing Mounted Items and deleting them... Requires a scr... read more 06/05/2011 (7:14 am)
Nothing major, but clears out an error with vehicles.. (Script part) Oops, doulbed up on a call uneccessarily... [code] if (%obj.getMountNodeObject(%i)) ... read more 06/04/2011 (4:28 pm)
Torque 3D 1.1 Change Log (Beta3->1.1 Final) I should have read this before posting about Projectiles *sheepish grin* Impressed with work. ... read more 06/04/2011 (7:50 am)
Getting Started, 3D Art tool Question/Thought ? I've found out that Blender may properly export to DAE in version 2.5+ I havent tried this yet as I... read more 06/04/2011 (7:27 am)
Team Spawn Locations That point in the code (Default Code) [code] function GameCore::spawnPlayer(%game, %client, %spa... read more 06/03/2011 (5:09 pm)
Team Spawn Locations Sounds like you have changed the Spawn process incorrectly and havent removed another call to spawn... read more 06/03/2011 (5:03 pm)
using a variable to refrence a gui object name. I think you have the Idea of the process confused.. You can setup a simple function of your own... ... read more 06/03/2011 (4:54 pm)
using a variable to refrence a gui object name. Basically I'm not the best to answer this one.. I need to spend more time on the GUI's even after a... read more 06/03/2011 (11:43 am)
using a variable to refrence a gui object name. Your Basic GuiControl needs to be defined with some things like: [code] new GuiMLTextCtrl(M... read more 06/03/2011 (8:59 am)
Team Spawn Locations The output in the Log file (console.log) should give you the line number and a section of that code... read more 06/03/2011 (8:09 am)
Keeping focus on chat console text input area Ya might want this bit too : [code] function MessageHud::toggleState(%this) { if(%this.isVi... read more 06/03/2011 (8:00 am)
Keeping focus on chat console text input area First off, you can force it to Take all Keyboard events like so.. [code] new GuiTextEditCtrl(som... read more 06/03/2011 (7:51 am)
Vehicle and camera angle in 3rd person view? Yeah, kinda interesting, has access to the forum, but no Product owned?... read more 06/03/2011 (7:24 am)
Keeping focus on chat console text input area Simple way would be to link the [ enter ] key to your GuiControl. So when ya hit the Enter key, i... read more 06/03/2011 (7:09 am)
Missing something with datablocks Minor question here... what is %this supposed to be connected to? The Function is not Linked to ... read more 06/03/2011 (6:54 am)
Strange problem when I respawn Yeah, can be confusing.. Basically, your object is never deleted, just ReActivated in the Spawn lo... read more 06/03/2011 (6:45 am)
Team Spawn Locations Torsion is alot like VC++, just with less features You can Left Click in the small area to the le... read more 06/03/2011 (6:39 am)
Strange problem when I respawn Right off the Bat, your Respawning the same Object. You never reset the %this.life value so when it... read more 06/03/2011 (3:14 am)
General Observation of Pacific Demo first run Put in simple terms... A 235K log file in just 2 mins of running the demo.. I'll dig out the sha... read more 06/03/2011 (2:43 am)
Manually Rotating Nodes doesn't Move connected Nodes A minor change forgot to put into post: rotate = mClamp( rotate / 10, 1, 10) * 0.035f; change... read more 06/03/2011 (2:15 am)
ACK anims not playing in multiplayer Is it possibly you have run into the issue of too many Mask Bits? I haven't fully tested the Netw... read more 06/02/2011 (10:51 am)
Manually Rotating Nodes doesn't Move connected Nodes Heres some of the Code I'm using now to elevate/rotate: [code] void TreadVehicle::updateTurretAn... read more 06/02/2011 (9:04 am)
Manually Rotating Nodes doesn't Move connected Nodes I've shelved this for the moment unless someone can point me in the right direction. I've gone back... read more 06/02/2011 (8:59 am)
Manually Rotating Nodes doesn't Move connected Nodes Addendum: The E / MzP Nodes are just Bones, no Meshes connected.. The Barrel is laid on top of the... read more 05/31/2011 (3:43 pm)
BraveTree Tank Port to T3D Alrite, I think I have found part of the problem... [code] void ShapeBase::setImage( U32 imageS... read more 05/29/2011 (1:59 pm)
BraveTree Tank Port to T3D (3) sequences ( fire / rotate / elevate) ---------------------------------------- Bones: ejectPo... read more 05/29/2011 (12:17 pm)
BraveTree Tank Port to T3D And here are some of the things I have Tried to get that Dang Turret to Move.. [code] //-------... read more 05/29/2011 (12:08 pm)
BraveTree Tank Port to T3D Now for the Final Problem, you should be able to follow the above to where we now have to Change th... read more 05/29/2011 (12:05 pm)
BraveTree Tank Port to T3D To get it to actually Fire correctly with the Builtin ImageSystem I modified Vehicle.cpp this way: ... read more 05/29/2011 (11:55 am)
BraveTree Tank Port to T3D Main Image: [code] //----------------------------------------------------- datablock ShapeBaseI... read more 05/29/2011 (11:53 am)
BraveTree Tank Port to T3D This works just fine. Its mounts the Turret and it stays with Vehicle. It fires (uses the Fire Seq... read more 05/29/2011 (11:50 am)
BraveTree Tank Port to T3D To get the Threads / Sequences sorted out during load up I created the following: In Script: [c... read more 05/29/2011 (11:43 am)
BraveTree Tank Port to T3D After alot more work I've run into a snag with Animating the Mounted Turret. Before I discuss the i... read more 05/29/2011 (11:41 am)
BraveTree Tank Port to T3D (cont)... [code] //Mythic DEBUG // Change to Torque / Brakeing to do Left Right turns ... read more 05/21/2011 (6:34 am)
BraveTree Tank Port to T3D (cont)... Then using that [mSteerControl] here: [code] void TreadVehicle::updateForces(F32 dt) ... read more 05/21/2011 (6:32 am)