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) |