Game Development Community

Rex's Forum Posts

Thread Post Date Posted
3D model conversion services [url=http://www.brokeassgames.com/Community/index.php]We[/url] at BAG, do just such conversion; on a... read more 05/01/2010 (7:26 pm)
Need someone to teach us blend animation in T3D The shape editor contains the 'Thread controller', which is where you can setup blends to see them a... read more 04/30/2010 (8:09 am)
Material editor help Yes, there is the 'exporter' ROP, which is where you setup animations and detail levels for the actu... read more 04/29/2010 (11:56 am)
Need someone to teach us blend animation in T3D Setting up and exporting a 'Blend' type sequence isn't too difficult; it's in getting the scripting/... read more 04/29/2010 (1:15 am)
Player characters not seen on clients Could be the CRC check has failed, meaning there is a difference in the data on the server and what'... read more 04/28/2010 (5:07 am)
Material editor help In Houdini, you need the special DTS shader node for your materials/bitmaps...... read more 04/27/2010 (5:13 am)
T3D mesh hiding: multi-mesh model lightning errors Yea!......you did it, Peter. Keep on Deving...and don't give up; it is the way to get things sorted... read more 04/24/2010 (10:06 pm)
DAZ 3D Models available for Game Developers Not using the beta pack yet, I've baked the keyframes from the AnimateLite blocks before, but it see... read more 04/20/2010 (9:36 am)
DAZ 3D Models available for Game Developers I have found the Daz--fbxDAE export to not export animations?! Mesh and rigs are fine, but no keyfr... read more 04/20/2010 (2:27 am)
T3D mesh hiding: multi-mesh model lightning errors I am sorry Peter, but 3DS Max is one of a few 3D programs I don't use...I could probably do this wit... read more 04/18/2010 (5:45 am)
Blending animation and collada I think it may come down to how you are using the engine to call your swinging arm animation on top ... read more 04/16/2010 (11:11 am)
animations Correct!... read more 04/14/2010 (12:23 am)
Official Torque 3D Documentation Feedback Yes, the shape editor descriptions are working in the World Editor--shape editor section, but not in... read more 04/12/2010 (4:27 am)
animations A shell casing being ejected is a special object, part of the weapon's datablock. You need specific... read more 04/12/2010 (4:22 am)
T3D mesh hiding: multi-mesh model lightning errors Sure thing, Gg...I'm sure Max has some good smoothing tools...have at it!... read more 04/10/2010 (1:15 pm)
animations Yes, you sound pretty well on your way Gg. Only bind the mesh[vertices] to the node you want to a... read more 04/09/2010 (8:18 pm)
T3D mesh hiding: multi-mesh model lightning errors I understand what mesh hiding is....but I don't understand how there is 'no' smoothing groups....can... read more 04/09/2010 (7:37 pm)
animations Create one single 'weapon' object and animate each of the 'States' you want motion for.... Morphs... read more 04/08/2010 (7:27 pm)
T3D mesh hiding: multi-mesh model lightning errors Looks like 2 separate 'smoothing' groups to me....put both mesh groups in same 'smoothing group'...s... read more 04/08/2010 (7:24 pm)
Official Torque 3D Documentation Feedback Scripting--Advanced--TSShapeConstructor--Example 2: Adding a Mesh From an Existing DTS File NB: m... read more 04/08/2010 (3:59 am)
Question about Collada use in T3D I've found the DAE format okay for most applications, even animation storage, however; things might ... read more 04/06/2010 (2:53 am)
Using PhysX [quote]Do you know if there are any PhysX functions that you can use without doing a model in 3DSMax... read more 03/24/2010 (9:48 am)
Using PhysX [url=http://docs.torquepowered.com/torque-3d/official/content/documentation/Scripting/Advanced/TSSha... read more 03/24/2010 (8:34 am)
Using PhysX Glen, inside the engine...yes. There are some great new TSShapeConstructor functions that do some '... read more 03/24/2010 (7:57 am)
Unity3D vs The World Ya take what ya need and ya leave the rest.... I found most of the Threads informative; especiall... read more 03/22/2010 (2:55 am)
Modeling for T3D You probably won't find one...I don't believe Max will read the DTS format, only export it. You wil... read more 03/19/2010 (3:59 am)
Footprints That's great news, Jeff! The lead programmer, Dale Harper, will be happy to know you're finding the... read more 03/19/2010 (3:44 am)
Footprints Cyclic = Yes Enable Transforms = Yes Trigger setup as above = Yes You need ground transform... read more 03/17/2010 (5:58 pm)
Using PhysX I think you will have to code a more 'robust' solution to the T3D stock PhysX. In order to create t... read more 03/16/2010 (6:05 pm)
How export my caracter to torque 3d? You can produce assets either way, with animations already 'loaded'/embedded within the DTS shape. ... read more 03/16/2010 (5:58 pm)
Buttons without animation The DSQ is ready to be used after exporting. You need a .cs file with a TSShapeConstructor databl... read more 03/13/2010 (2:25 pm)
Buttons without animation ...try something like this perhaps... try something like this:[code]function myDeathButton::onColli... read more 03/13/2010 (6:16 am)
Buttons without animation DTS shapes, when loaded with animations, need to be told via scripting 'when' to play the sequence; ... read more 03/13/2010 (5:15 am)
Mocap files for Horses Google: Horse Mocap Files... read more 03/06/2010 (10:26 pm)
how are footprints triggered in stock TGE ? ie mShapeInstance->getTriggerState() The triggers are set in the DSQ file, used by the DTS shape and created by the DCC and exporters us... read more 02/27/2010 (4:16 am)
unit turned backwards - how to rotate the model or such for exporting I don't know of any 'simple' way to do this in Ms3D, other than to recreate the rig and rebind/weigh... read more 02/12/2010 (10:04 am)
Help with export Physx from Max Ggaaaa....T3D needs a 'scripting' solution for physics primitives; bottom line....!!! Make physics ... read more 02/10/2010 (11:44 pm)
multiple animations in one dsq file [code](snip)TSShapeInstance::getKeyframeCount(snip)[/code]-actual line of Source edited...or here[co... read more 02/04/2010 (8:36 am)
multiple animations in one dsq file I'm not 'too' surprised, as the 'per'sequence data is stored in the DSQ, 'name' being one of them, a... read more 02/03/2010 (8:49 pm)
How to call animation in crossbow.cs? You need to setup the 'Visibility'[Frame# & Alpha level] of the mesh in question in the 'Meshes'... read more 02/03/2010 (5:36 am)
multiple animations in one dsq file I imagine, I could split up the sequences fairly easily and quickly...for a 'one time fee' or code s... read more 02/02/2010 (7:10 pm)
2010 IRC Hour Discussion Thanks, didn't get home til it was 'officially' over.... read more 01/23/2010 (10:09 am)
Animations It shouldn't matter....just remember that when that option is checked, only the selected bone/node g... read more 01/17/2010 (6:38 pm)
Animations The 'armThread' assignment is in the weapon's datablock. You can animate, as you would normally, ... read more 01/17/2010 (6:20 am)
Animations [url=http://pages.sbcglobal.net/rexpiscator/_wsn/page9.html]Something[/url] like this..?? Also, r... read more 01/16/2010 (11:47 am)
Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes Yes, using a 'control' type object[stock SDK asset] to prototype and see how things function is a go... read more 01/08/2010 (9:27 am)
Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes Borked = ruined, destroyed, IE not having the origin where you placed it in your modeling program; a... read more 01/07/2010 (6:35 am)
Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes All the data concerning the two asset formats[DTS & DSQ], 'should' be in the Source Code of all ... read more 01/06/2010 (10:38 am)
Feel free to post show-off threads here! Cookies! LOL, old 'movie term' there.... Now, on the 'Stage'; we call them 'Gobo's..... as in th... read more 01/03/2010 (7:27 am)
Colliding with mounted objects: solved (I think) I nominate Daniel for Associate Status! I really enjoy your Threads and Postings, Daniel. You se... read more 12/21/2009 (9:22 am)