Game Development Community

Morrock's Forum Posts

Thread Post Date Posted
Worth using quaternions for Players? Nathan has a point here, but I would actually suggest looking at grounded vehicles and the Vehicle c... read more 12/27/2008 (7:06 pm)
Worth using quaternions for Players? Players work well with being rotated for any purpose (terrain conforming, walking on walls, etc...) ... read more 12/25/2008 (5:52 pm)
Just Started with the Terrain Editor - Mission Brush Squares? Are you in one of the Terrain Editor windows (paint or editor)? If you enter the Mission Explorer (F... read more 12/23/2008 (7:19 am)
Get it and Go I don't know... Progress Quest was one of the best games I've ever played :P. I think the idea of a ... read more 12/22/2008 (2:52 pm)
Random Dungeon Generation Theory I saw this thread and it instantly interested me. I just spent today writing this random dungeon gen... read more 12/20/2008 (10:33 pm)
Making an object rotate So the drill spinning and moving forward is part of the object's animation, yes? (sorry don't have t... read more 12/20/2008 (10:01 am)
Maximum tri counts No, I don't mean break them into seperate models. There is a way to have different meshes that are s... read more 12/20/2008 (9:56 am)
FPSC has simple physics, why can't Torque? [quote]IMO, that's a problem with the scripting, not with Torqu.[/quote] Well you are right that th... read more 12/20/2008 (9:44 am)
Maximum tri counts I know a lot of exporters have export limits of 10k poly's per mesh. There usually isn't a total pol... read more 12/19/2008 (2:04 pm)
Is graphics card mandatory to run games developed in TGEA Pixel Shader 2.0 is required to use any of the shaders in TGEA. Pixel Shader 3.0 can also be used, b... read more 12/18/2008 (1:33 pm)
How to cast shadows on walls? You'll need to enable polysoup for shadows like that. Be careful what you enable it for however, as ... read more 12/18/2008 (1:24 pm)
Tutorials Ah sorry about that, but I've been checking back each day to see when the new ones come out, they ar... read more 12/17/2008 (6:00 pm)
Tutorials Also, if you'd like to see a good tutorial on making terrain, GG has been putting out a [url=http://... read more 12/17/2008 (5:18 pm)
Particle Editor - how do you get it to save? The particle editor usually saves them to the creator directory, but I've still experienced a few bu... read more 12/13/2008 (3:47 pm)
TGEA 1.7.1 Bump Map Flickers on Floor Have you tried this fix? [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=76412[/url]... read more 12/04/2008 (1:21 pm)
Another Trigger question A Physical zone is exactly what you want for this, not a trigger. Physical Zones allow you to add mo... read more 12/01/2008 (1:27 pm)
asdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfasdf A detail brush is a brush that will not be split by things such as HSR or divided for zoning, I'm no... read more 11/27/2008 (8:18 pm)
asdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfasdf Are you using the latest version of Constructor? [url]http://tdn.garagegames.com/wiki/Constructor#Co... read more 11/27/2008 (6:20 pm)
Get last forward velocity No, there doesn't seem to be a way to get the Players last move direction, not directly through scri... read more 11/27/2008 (11:02 am)
Interior, exterior linking Interior doesn't actually mean that it is indoors, that's just the name Torque uses for BSP-style ob... read more 11/26/2008 (7:49 pm)
Get last forward velocity I know the Player class has a getVelocity(), and there's also a getMaxForwardVelocity() method. I'm ... read more 11/26/2008 (7:37 pm)
Request for new forum: engine issues common to TG*. I second this. Would also cut down on the need for people to post the same thread in 3 different sec... read more 11/24/2008 (6:37 pm)
Help on .dif Format... If you loaded the tower into constructor as a .dts, it will not become part of the DIF structure. It... read more 11/23/2008 (9:05 am)
How can we get then cool GG T-Shirts I'd also buy a GG shirt, add it to my collection of shirts with symbols and references no one unders... read more 11/22/2008 (11:28 am)
An invisible collision mesh It's part of the Player datablock.... read more 10/29/2008 (5:47 pm)
Happy Halloween, Free Zombie Animations from TrueBones.Com That's very cool, thanks for the freebies!... read more 10/28/2008 (5:23 pm)
An invisible collision mesh I don't have much advice on creating invisible collision meshes much better than Mike's, but why wou... read more 10/28/2008 (5:21 pm)
How-Brown Partical? Try using with or without useInvAlpha, it makes a huge difference depending on how you need the part... read more 10/20/2008 (3:24 pm)
AI pursue into a structure? Check out Dan Keller's Flexible A* resource great pathfinding and takes about 10 minutes to implemen... read more 10/08/2008 (4:56 pm)
Getting Started Do you have a function for the client called SetScoreCounter(%clientScore)? You're incrementing the ... read more 09/29/2008 (4:16 pm)
Some questions and concerns regarding TGEA? There have been MMO's made with TGE. Just look up Minion's of Mirth. So yes it is possible, but it's... read more 09/28/2008 (4:56 pm)
Some questions and concerns regarding TGEA? 1) What is, true :-D 2) You'll need to make some extensive changes to Torque's Networking to get an... read more 09/28/2008 (4:17 pm)
Please Help(somethings wrong with my editor) [quote]than it's the playgui messed up[/quote] Ah, it's most likely that then. @Jared, it's a go... read more 09/28/2008 (11:44 am)
Please Help(somethings wrong with my editor) It should be mainly the Creator folder, that's where most of the editors are stored. The multiple cu... read more 09/28/2008 (10:46 am)
More texture in TGEA Mega Terrain Adding multiple terrain textures to TGE was actually fairly simple [url=http://www.garagegames.com/i... read more 09/27/2008 (2:07 pm)
Particles, and the Saving of their Emitters I just tried this in a stock TGEA 1.7.1 and had no trouble. I added the particles by opening the mis... read more 09/27/2008 (2:02 pm)
Quick rayCast question Ah, I thought %notIncluding was a mask, hehe. You're right, only one object ID can be passed as exem... read more 09/22/2008 (4:36 pm)
Quick rayCast question How about %notIncluding = %object | %player; Where %object is the staticShape, and %player is (obvi... read more 09/22/2008 (4:29 pm)
FPSC has simple physics, why can't Torque? [quote]So both these bugs are exactly what happens when I implement a crate, low mass and boxy. Woul... read more 09/21/2008 (5:39 pm)
MarbleBlast Gold for iPhone MB Ultra is on instantAction, isn't it?... read more 09/21/2008 (5:00 pm)
FPSC has simple physics, why can't Torque? I've got to agree with you that the Physics in Torque could use a lot of work. Though it doesn't see... read more 09/21/2008 (4:55 pm)
NextGen Gaming In TGEA That cloth simulation code is amazing. Any chance you'll be releasing it?... read more 09/21/2008 (11:16 am)
Everything about Constructor [quote]Use the snap, always It's a golden rule. If it jumps too much for your taste, make the snap r... read more 09/18/2008 (5:02 pm)
Is there a way to deform brushes? You can also edit the vertices directly by enterring vertex selection mode. Using the slice, subtrac... read more 09/18/2008 (4:49 pm)
Collision with Player, but not projectile??? [quote]but you don't enter an item. Can you affect it just by getting within an item's radius? How d... read more 09/17/2008 (6:37 pm)
Detail textures I believe TGEA has detail maps disabled, doesn't it?... read more 09/17/2008 (6:31 pm)
Collision with Player, but not projectile??? Item's don't seem to register collisions based on convexes or meshes, in the Player's findContact fu... read more 09/15/2008 (4:02 pm)
Collision with Player, but not projectile??? Well item collisions are handled differently. It's called at a different time (when checking for tri... read more 09/13/2008 (9:41 pm)
Collision with Player, but not projectile??? If a mesh is somehow incorrect or non-convex, a collision with objects such as Rigid's and Projectil... read more 09/12/2008 (12:59 pm)
Collision bug So, the issue is that the radius search is returning the volumeLight? Radius Searches aren't really ... read more 09/08/2008 (1:43 pm)