If you want to re-use the same DTS with different textures, this Resource adds a new field ("overrideTexture") to the ShapeData datablock (which PlayerData inherits from) that lets you specify a separate texture.
Author J "hplus" W Date 09/15/2006 (2:30 pm) Comment 5 comments
A detailed guide on exporting a skinned model (e.g.: a character or a weapon) and its animations from Maya to Torque using the maya2dts exporter.
Author Amr Bekhit Date 09/15/2006 (2:30 pm) Comment 17 comments
This is a fix for the "jerk-walk" issue with AiPlayers, when the run animation does not play properly for some reason.
Author Manoel Neto Date 09/05/2006 (11:23 pm) Comment 31 comments
This is a simple resource that adds a self-contained skinnable progress bar to TGE that you can use from anything to loading screens to health bars. While it is barebones in functionality it is also straightforward in use and easy to implement.
Author Rob Parton Date 09/05/2006 (11:23 pm) Comment 7 comments
With the release of CrossOver from CodeWeavers - which is mainly based on Wine's project code http://www.winehq.com/-, the Macintosh community equipped with Intel processor has now opportunity to run Quark, a Windows only program, dedicated to map making. Here is a quick HOW TO to help you in the process. Other relevant information on Quark are to be looked in the appropriate section...
Author Stephan - viKKing - Bondier Date 09/05/2006 (11:23 pm) Comment 4 comments
Trying to build a image map i found a problem... The Image Map Builder blocks the construction of a image map with cells less then height or width of a image divided by 16. I have a image set of 640 x 480 pixels, it's represent images of 32 x 32 pixes (20 x 15 tiles).
Author Oswaldo C. Filho Date 09/05/2006 (11:23 pm) Comment 1 comments
Playback your demo's in the main menu backgroud to give your game menu system something different.
Author Peterjohn Griffiths Date 09/05/2006 (11:23 pm) Comment 8 comments
This is my second attempt to emulate the player control method from World of Warcraft. It also mixes in client-side object highlighting and selection. It was written for TGE/TLK 1.4.
Author James Spellman Date 09/05/2006 (11:22 pm) Comment 89 comments
Here's a quick little function to format scores to have a bunch of zeros in them, just like them old arcade games ;) I was looking around here on gg to see if I could find anything to just drop in, but came up with nothing so I thought I'd share this incase anyone else goes looking for a similar thing. It's really straightforward and my first resource post, so be kind ;) Hope it comes in useful for someone!
Author Jeff Murray Date 09/05/2006 (11:22 pm) Comment 6 comments
This resources updates the TGB Tile Editor to allow the tile placement to choose from a random selection of tiles. This is useful for placing multiple tiles of the same type (grass, dirt, sand, etc.) to reduce the appearance of the same tile repeated over and over.
Author Eric Armstrong Date 09/05/2006 (11:22 pm) Comment 0 comments






