genomegames's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Muzzle Points | @Daniel I checked a slot ID, and it's correct Correction to the first post: When I fires by the f... read more | 01/30/2012 (1:03 am) |
| Muzzle Points | I was looking at the end of the A F's post: "If your second weapon still fires from the muzzle... read more | 01/30/2012 (12:48 am) |
| Muzzle Points | Thank you for your answer, but I have another question ... read more | 01/29/2012 (9:50 pm) |
| Torque 3D 1.1 Change Log (Beta3->1.1 Final) | that's really great!... read more | 06/07/2011 (9:27 am) |
| Intel Compiler | I use a new version of this - Intel Parallel Studio XE 2011 And I get 8 errors, it's better) I'm u... read more | 05/21/2011 (12:20 am) |
| Additional jump animation | @Ivan Thanks for your answer. ... read more | 04/25/2011 (9:33 pm) |
| Additional jump animation | @Ivan What is NullAnimation? How can I add others animations to NullAnimation?... read more | 04/25/2011 (9:13 am) |
| Additional jump animation | Animation triggers call everytime until my character jumps using new jump animation, this animation ... read more | 04/25/2011 (5:06 am) |
| Additional jump animation | Another question. Why do my animation triggers don't callback?... read more | 04/25/2011 (12:49 am) |
| Additional jump animation | But standard jump animation (JumpAnim and StandJumpAnim) call animationDone. I tried on a clean proj... read more | 04/24/2011 (11:06 am) |
| Additional jump animation | I added two constants in the constant list in player.h, then added two filenames in the list in play... read more | 04/24/2011 (10:12 am) |
| reticle in 3rd person camera view | I used a standard reticle, made this visible in the third person mode, this is good for me because i... read more | 04/09/2011 (11:16 am) |
| Third person crosshair/reticle | No, I used a standard reticle, I made it is visible in the third person mode and made modifications ... read more | 04/06/2011 (11:15 am) |
| reticle in 3rd person camera view | Okay, the task is completed... read more | 04/05/2011 (9:03 pm) |
| Third person crosshair/reticle | I have solved this... read more | 04/05/2011 (9:01 pm) |
| reticle in 3rd person camera view | Sorry for my bad english, I didn't sleep last two days. I have tried to reposition eye node instead... read more | 04/05/2011 (12:19 pm) |
| Third person crosshair/reticle | Do you say about a node as about a muzzle point? It is attached to weapon and shake everytime. ... read more | 04/05/2011 (11:25 am) |
| reticle in 3rd person camera view | if I rename cam to eye a weapon shoots to reticle but I have not correct camera: it rotates around o... read more | 04/05/2011 (9:58 am) |
| Third person crosshair/reticle | Can I correct muzzle vector to correspond with the reticle position?... read more | 04/05/2011 (3:48 am) |
| Third person crosshair/reticle | Thank you for your reply! As I say in private forum I think a parameter correctMuzzleVector correct... read more | 04/05/2011 (3:21 am) |
| reticle in 3rd person camera view | it works in third mode: parameter correctMuzzleVector corrects spawn projectiles from a muzzle point... read more | 04/04/2011 (4:50 pm) |
| reticle in 3rd person camera view | How to make projectiles shoot to reticle?... read more | 04/04/2011 (4:21 pm) |
| Projectile initial position | if I set offset = "0 0 0"; eyeOffset = "0 0 0"; CorrectMuzzleVector = true; ... read more | 04/03/2011 (8:47 am) |
| Projectile initial position | Thanks for your reply, I will try...... read more | 04/03/2011 (6:42 am) |
| Projectile initial position | if I shoot from the first person mode, projectiles exit from the muzzle point; if I shoot from the ... read more | 04/03/2011 (5:08 am) |
| Problems with triggers | I can't make bigger than 4 animation triggers, I can create a trigger, but if a number of a trigger ... read more | 03/23/2011 (2:11 am) |
| Problems with triggers | There is a limit for an animation trigger count... read more | 03/22/2011 (3:13 pm) |
| Can I get a name of an animation that is playing now | I can get the movement animation by this method. IOW, I can get a name of an animation that was defi... read more | 03/18/2011 (8:19 pm) |
| Can I get a name of an animation that is playing now | I've solved: I must to write: playerWomanData::ActionAnimation &anim = mDataBlock->action... read more | 03/02/2011 (10:36 am) |
| Can I get a name of an animation that is playing now | getSequence(mActionAnimation.thread) always returns a maximum value... read more | 03/02/2011 (10:15 am) |
| Can I get a name of an animation that is playing now | I thought all my troubles go away but I was wrong. I write: if ((mShapeInstance->getSequence(... read more | 03/02/2011 (9:49 am) |
| Can I get a name of an animation that is playing now | Thank you, Ivan, very much!... read more | 03/02/2011 (3:58 am) |
| Player animation on weapons fire | I have solved this: you can call setImageTrigger in the handler of an animation trigger... read more | 02/25/2011 (12:01 pm) |
| Mobs are not visible (fixed) | @JulianR For control the FOV parameter there are: cameraDefaultFov = 100.0; cameraMinFov = ... read more | 02/25/2011 (11:54 am) |
| Mobs are not visible (fixed) | @Ryan Your words alerted me. I tried to test: I created a new game on a clean version of T3D 1.1 B ... read more | 02/25/2011 (11:38 am) |
| Player animation on weapons fire | How can my mob shoot in the middle of an animation?... read more | 02/24/2011 (10:55 am) |
| Mobs are not visible (fixed) | it's the truest true! Many problems related with an eye node. Some time ago we had a mob, if he clo... read more | 02/24/2011 (7:40 am) |
| Mobs are not visible (fixed) | I really solved my problem! True come true! I needed to delete the eye node of my model because yo... read more | 02/23/2011 (3:06 pm) |
| Objects disappear | unfortunately, the transfer didn't help... read more | 02/23/2011 (3:00 pm) |
| Objects disappear | @Howard You use very old version of Torque... I am in the process of move to T3D 1.1 B 3 and while... read more | 02/22/2011 (12:49 pm) |
| Objects disappear | @Howard I see you use T3D but what version of this, Beta 1, 2, 3? I use T3D B 1 and I wanna move t... read more | 02/22/2011 (3:03 am) |
| Objects disappear | @Howard I see you use T3D but what version of this, Beta 1, 2, 3? I use T3D B 1 and I wanna move t... read more | 02/22/2011 (3:00 am) |
| Objects disappear | I see I have the same problem... What version of Torque do you use?... read more | 02/21/2011 (9:29 am) |
| Mobs are not visible (fixed) | I have the same error again... For the first, how did I fix this mistake... I moved all my modific... read more | 02/18/2011 (5:03 pm) |
| Intel Compiler | I have tried this and I get 280 errors :) I use Visual Studio 2008 and T3D 1.1 B 1, my game is comp... read more | 02/17/2011 (9:38 am) |
| Mobs are not visible (fixed) | Friends, problem is solved!... read more | 02/16/2011 (4:26 pm) |
| Mobs are not visible (fixed) | @JulianR I sure my models have Eye and Cam nodes, and I will check the bound boxes. @Ryan Okay... read more | 02/05/2011 (6:26 pm) |
| Mobs are not visible (fixed) | What files would I post?... read more | 02/05/2011 (4:50 pm) |
| Mobs are not visible (fixed) | I didn't change player.cpp and aiplayer.cpp, for clear confidence I removed these files from clean v... read more | 02/05/2011 (11:23 am) |
| Mobs are not visible (fixed) | I'm using Torque 3D 2009 Pro 1.1 Beta 1. No I can not duplicate this because I have made changes in ... read more | 02/05/2011 (10:54 am) |