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A F's Forum Posts

Thread Post Date Posted
Projectiles not colliding with StaticShapes Are you using a project with PhysX enabled? StaticShape objects will not be added to the list of co... read more 01/28/2014 (11:36 pm)
PhysX 3.x Plugin You have an error in the link location.... read more 12/17/2013 (12:15 am)
Projectiles won't fly straight Like everyone else has said you should change the starting position you have: [code] %pos... read more 09/24/2013 (10:04 pm)
Is there a way to disable the X and Y on the mouse In scripts\client\default.binds.cs around line 250 there is: [code] moveMap.bind( mouse, xaxis, ya... read more 09/24/2013 (9:36 pm)
Ai Arms Stop Animating Up and Down On Aiming it's possible that you are sending more information when the animations stop working. Go to the con... read more 06/17/2013 (7:14 pm)
How to get player to push physics objects? Here is a post I made that might help: http://www.garagegames.com/community/forums/viewthread/13039... read more 06/03/2013 (7:28 pm)
Physx Damage Question The PhysicsShape object has a destroy function that turns the whole physicsShape into what its datab... read more 05/21/2013 (5:29 pm)
Background map on main menu Here is one I made ages ago http://www.youtube.com/watch?v=IBnye2TSBYI&feature=youtu.be ... read more 05/20/2013 (8:20 pm)
AI Flying Vehicle Rotation Problems I did originally rotate the AI back, and that is a bit shorter to do in code, but i discarded that f... read more 04/15/2013 (6:13 pm)
AI Flying Vehicle Rotation Problems The normal AIPlayer, like the player, is always orientated with the Z axis matching the world axis. ... read more 04/15/2013 (5:26 pm)
AI Flying Vehicle Rotation Problems I got it working. I had to rotate the target location to match the Y rotation of the AI so the curr... read more 04/15/2013 (2:07 am)
T3D 1.2 - Player can shoot self with Physx enabled The normal raycast allows a U32 to be passed in with the objectTypes that you want the Ray to collid... read more 04/15/2013 (1:50 am)
AI Flying Vehicle Rotation Problems Thanks Richard. I'm pretty sure you are right. The plane that I am using to calculate the new rot... read more 04/12/2013 (12:15 am)
%player.mountImage question The slots are usually used to fire the gun. in default.bind.cs you have: [code] function mous... read more 11/14/2012 (1:02 am)
%player.mountImage question The weapon mounting system is a bit strange to use at first. On the player model there should be ... read more 11/13/2012 (8:08 pm)
declare a staticobj in Full PhysX TSStatics can have the visible mesh set as the collision mesh but I don't think StaticShapes can. ... read more 11/12/2012 (6:01 pm)
Converting normal rotation to transform rotation Thanks Steve. There are lots of useful functions in there, somehow not the one for doing this thoug... read more 10/23/2012 (6:43 pm)
Getting PhysicsShapes to react to projectiles If you want a physics shape to move around with impulses and gravity it needs to have a non 0 mass l... read more 06/06/2012 (12:59 am)
Improved particle system v1.0.1 is live! In graphEmitter.cpp there is an extra include that isn't in the standard torque code. [code] #incl... read more 05/24/2012 (7:05 pm)
Collision Event for PhysX objects I found a solution, it may not be the best way, but it works. All physx objects are in group 0 by... read more 04/23/2012 (11:45 pm)
Collision Event for PhysX objects Not any progress but this is where I am at and some of the things I've found. All this information ... read more 04/23/2012 (10:18 pm)
cast ray to find physicsShape I fixed it to do what I want, so I'll put my solution here for anyone else. In pxPlayer.cpp ther... read more 04/04/2012 (6:49 am)
cast ray to find physicsShape I've done a little more digging. Inside PXworld.cpp there is this function [code] bool PxWorld::c... read more 04/04/2012 (5:27 am)
Help using Path Cam on a spawn point I haven't used a path camera in a while but here are some old scripts from TGEA 1.03. Here are so... read more 03/28/2012 (12:28 am)
Change Player's datablock through an Trigger [edit] looks like I haven't refreshed the page for a while. I'm not sure how this works for the... read more 03/08/2012 (9:22 pm)
weapon creation tutorial (3ds max) The problem may be that you are exporting the file as an "autodesk collada" file, you shou... read more 03/08/2012 (9:08 pm)
Dynamic Cubemap I posted on this link how to create a dynamic cube map in T3D: http://www.garagegames.com/community... read more 03/08/2012 (7:31 pm)
Why doesn't the cubemap use the normal map? I presume what is happening is the diffuse material is applied first, then it is distorted by the no... read more 03/01/2012 (9:28 pm)
Why doesn't the cubemap use the normal map? It looks like the cube map isn't distorted by a normal map, unlike the diffuse texture. Just a di... read more 02/23/2012 (7:05 pm)
Muzzle Points I had a further play around to see what is going wrong. getMuzzlePoint seemed to always return a ... read more 01/30/2012 (9:17 pm)
add glow power value to material editer.. The "amount of cubemap reflection" is based on the strength of the alpha channel in your d... read more 01/30/2012 (7:16 pm)
Muzzle Points I tried it out and I couldn't get a weapon to shoot from its muzzle point. I exaggerated where the ... read more 01/30/2012 (6:20 pm)
Muzzle Points I haven't looked at this for a while so here goes. I assume you have figured out most of what I w... read more 01/29/2012 (9:07 pm)
Callback only returns "244" instead of a vector. What you have looks reasonable but its probably something to do with sending your value as a const c... read more 12/01/2011 (6:52 pm)
[DELETE] Creating a new object from staticshape : T3D 1.2 You have a typo in the code you posted. [code] String testtValue [/code] Getting rid of the ex... read more 12/01/2011 (6:36 pm)
CustomMaterial Back Buffer Refraction Another bump for this thread. Getting something like the blobRefract shader effect from TGEA 1.03... read more 11/27/2011 (7:02 pm)
T3D 1.2 - Getting PhysX objects working in the Full PhysX Template - LOGGED (THREED-3152) If I remember correctly, you need to add in the functions that apply the damage and also change the ... read more 11/27/2011 (6:27 pm)
how constrain pitch function angle? I'm not exactly sure what you are asking, but if you want to restrict the angle that a player can lo... read more 11/27/2011 (6:02 pm)
Time of Day Problem The TimeOfDay needs a scatterSky object to work with and the fps example doesn't have one. Delete... read more 11/22/2011 (5:45 pm)
T3D 1.1 Crash on exit (PhysX) (with solution) I am getting the same problem using the Full Template but moving the disconnectedCleanup(); line do... read more 10/25/2011 (3:21 am)
T3D 1.1 Preview - Many Object/Ghosts Causes FUBAR with Ai - LOGGED (THREED-1780) If I remember correctly the editor for the beta versions of T3D 1.0 removed support for seeing the M... read more 10/20/2011 (11:26 pm)
Help Needed - Vehicle Alternative Fire There is a limit of 4 nodes for weapons on shapeBase (or their child) objects. So only nodes 0, 1... read more 09/22/2011 (10:03 pm)
Vehicle compenetration problems The Cheetah has a few problems with its collisions, maybe because it uses a concave mesh. Players... read more 09/12/2011 (12:32 am)
My bot has no bullets This is the line that is actually trying to shoot: [code] %this.setImageTrigger(0, true); [/code]... read more 09/12/2011 (12:24 am)
MySQL Problem I used that resource the other day on T3D 1.1 in Visual Studio 2010. Compiles and runs fine for m... read more 09/07/2011 (12:04 am)
No player datablock in the "empty" project? - LOGGED (THREED-2514) I agree, the "empty" project shouldn't try to spawn a player, but it does. There looks ... read more 08/30/2011 (6:18 pm)
T3D Final - Terrain partially not rendering (logged as THREED-3165) Yeah I don't see the problem when I reopen the game but everytime I edit the terrain the problem doe... read more 08/11/2011 (6:13 pm)
Door Animation What you are doing isn't as straight forward as you may hope. To start off with I don't think you... read more 08/09/2011 (3:37 am)
Maya 2012 I'm having the same problem with 3DS Max 2012. Open collada doesn't have a version that will work w... read more 08/05/2011 (12:20 am)
Fog of War Ideas Thanks for the info Nathan. Lots there to point me in the right direction.... read more 08/04/2011 (8:20 pm)
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