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Everything posted by saindd
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If there's no 64 build configuration in the trunk yet, how do you guys do it? Ming GW?
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I've just noticed that the Visual Studio 2012 project files does not contain x64 configuration. Where i can get it?
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I wasn't able to find this "canFire" check. In fact, most checks are done in the onFire method call.
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@triggerfish: http://wiki.torque3d.org/coder:compiling-in-linux
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Thanks a lot for the hard work, guys!
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My biggest problem so far is that Torque insists on using it's own libraries, instead of relying on the ones provided by Emscripten (SDL, jpeg, etc.). How can i effectively disable the inclusion of those?
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Why does it need an ASM_NASM compiler?
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Following the work of CuppaDev on porting T2D to the web, i have decided to give T3D a shot. Unfortunately, it's been a dependency hell so far. Most problems arise from Windows-specific dependencies, such as DirectX and PhysX. What are the correct defines for compiling to UNIX platforms? Where i can find most compile-time library defines to disable everything, just to try the build?
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Take a look at this: https://www.garagegames.com/community/resources/view/22296
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This one, @rlranft? http://www.garagegames.com/community/forums/viewthread/127227
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What about checking if the player is sprinting inside WeaponImage::onFire?
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It would be nice to have that, though.
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Replace TP and FP player models with only scripting?
saindd replied to saindd's topic in TorqueScript
This is what i'm talking about. What are the required bone names? -
Replace TP and FP player models with only scripting?
saindd replied to saindd's topic in TorqueScript
Not images, the models. They are referenced in the player datablock, OK. I can just switch that, but the code inside the player class expects some bones and tags to exist, that's what i mean by hardcoded. -
Skyboxes are bad if you want more realism in the background mountain. Or a semi-far mountain: http://i.ytimg.com/vi/sYyt-puk9a4/maxresdefault.jpg http://i.ytimg.com/vi/d7wcGh8EmiU/maxresdefault.jpg http://i1-games.softpedia-static.com/screenshots/-Battlefield-Bad-Company-2-Squad-Deathmatch-Gameplay-Walkthrough-Trailer_5.jpg
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I'm working on some background mountains, so, what is less expensive for the T3D engine? Using low poly mesh for the background mountains, or creating a terrain from the heightmap? In Unity, for example, it's the mesh. UDK, however, is the heightmap.
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Now i get it. Thanks! :)
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Does T3D support terrain stitching? How many terrain objects can exist in a scene?
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Randomization of rotation, size and life of the particles, so each shot can have a slightly different muzzle flash.
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Is there a built-in T3D shader that allows me to blend vertex via their world position? http://i.imgur.com/sVsRA4D.jpg
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Thanks. Do you think it's reasonable to use that as a muzzle-effect base or should i create a custom class? In UE, i use particles as muzzle flashes instead of meshes inside the models. This way, the same effect applies to both FP and TP.
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Can i control the spawned ParticleEmitter via script? Play, stop, change it's parameters? For example, i might want to randomize some of the properties, like velocity, etc. Are there any examples of ParticleEmitterNode in the docs?
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I have noticed that the default player model rotates the hip bone when the player aims at different locations. How is that done and how it can be implemented in custom models?
