This resource adds button-holding and time-dependant key events. Examples would be holding a button to zoom in a weapon, charge a weapon or jump, or holding a button to temporarily crouch, and tapping it to toggle.
Author Jeff Raab Date 02/03/2009 (4:01 am) Comment 11 comments
The Bitmap Channel Embedder is an application that allows you take a bitmap, and embed a channel of that bitmap into another bitmap. This is useful for embedding specular data into the alpha channel of the diffuse map for use in TGEA
Author Jaimi McEntire Date 02/02/2009 (12:36 pm) Comment 9 comments
This is an updated GuiObjectView for TGEA versions 1.7.1 and 1.8.0. This includes new properties for lighting and interaction, and bug fixes.
Author Jaimi McEntire Date 02/01/2009 (12:31 pm) Comment 26 comments
Material Maker is a small (Dos) tool to create a materials.cs files from image files found in a directory.
Author Shaderman Date 02/01/2009 (2:48 am) Comment 3 comments
A 332-page book with over 200 full color figures describing exactly how to model, unwrap, texture, rig, animate, export, and script art assets (including characters) to the Torque game engine. Includes 90 minutes of video tutorials on Book CD.
Author Brad Strong Date 02/01/2009 (1:59 am) Comment 9 comments
This How To resource explains how to add the default buggy into your FPS and script it to be moutnable and drivable!
Author Maximillian Brewer Date 01/31/2009 (6:19 pm) Comment 14 comments
this feature makes the window has two options to minimize the first is the standard and the second is how to minimize to title bar
Author Akuma Date 01/31/2009 (2:24 pm) Comment 2 comments
This feature writes a text in the edit as it is empty, but only when it is empty and without focus. in this resource use it in a global variable for all GuiTextEditCtrl but with a simple change that can be adapted to each GuiTextEditCtrl have their own message
Author Akuma Date 01/30/2009 (8:30 am) Comment 0 comments
A GuiBitmapBorderBoundsCtrl is a container control that draws itself from a single bitmap. It differs from a GuiBitmapBorder in that it does not need a special BitmapArray, so it is easy to create and modify. In addition, it can draw the sides and interior tiled in addition to stretching, giving it a neater appearance. The corners are not stretched or tiled, so resizing the control still results in correct appearance.
Author Jaimi McEntire Date 01/29/2009 (11:07 am) Comment 7 comments
This is a function you can add to GFXDrawUtil that will tile a rectangle from a source rectangle in a texture. This is used by several of my other GUI Controls.
Author Jaimi McEntire Date 01/28/2009 (7:03 am) Comment 1 comments




