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LukasPJ

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Everything posted by LukasPJ

  1. It's not supported, and haven't been updated for a while. I think it's worth the money if you are gonna do a lot of TorqueScripting, but you can live without it. There are some alternatives here but afaik, Torsion is still the best option for scripting.
  2. This is not a resource, so I'm moving it to C++.
  3. It's bound into the engine like a web of wtf's and glue. Ripping it out is pretty hard and no one has done it so far. Adding another language on top of TorqueScript is what people usually do.
  4. Should also mention that the windows that doesn't have focus will run at a very low FPS such that the window with focus can run smoothly. I have not had any performance issues with the focused window, while doing the same thing.
  5. That could be because they don't regenerate the terrain texture then they wont see a change at all, and therefore may not see the issue.
  6. The issue here is that: Bob.setMoveDestination(Dirk);Tells Bob to move to coordinate "Dirk" which will probably be parsed as: "Dirk 0 0" which is wrong. You have to use: Bob.setMoveDestination(Dirk.getTransform());-- I don't know what's going on with the trigger image. Are you sure you gave him enough ammo?
  7. I dunno, ask the SC. There haven't been any comment on the PR, I think we needed confirmation that it was an actual fix first.
  8. If you click "Quick Links" you can find Unanswered and Unread posts. You can use the unread posts to find recent activity. Also the forums gets colored red if you have unread posts, and if you click the forum header E.g. "Torque3D" you can see active threads for that category :P
  9. 920 PR should still fix it, @Duion try merging that.
  10. @Steve_Yorkshire or you could use the actual wiki instead of TDN :P http://wiki.torque3d.org/scripter:how-do-i-get-started-with-ai Edit: Which, btw, has been updated so it's valid for newest version of T3D.
  11. @Mud-H sure, moving it to Show-Off. If you want something moved, don't be afraid to @Mention me so I notice the post!
  12. Yeah, that sounds like content. We decided early on not to have a tools subforum because it would usually fit into one of the other categories.
  13. Ah yes, that looks like you used the first link and didn't see the small button at the top of the screen. Doesn't suprise me, it's hard to notice. Issues is you have to open the file in draw.io, which you can do at the top of the screen. Only difference between that one and the image, is that if you open it in draw.io you are able to edit it and get the latest version etc.
  14. A few things was ruined but I attached the diagram as a .png to this post. Just to make sure, as I don't see how you'd only see the boxes and not any text, you don't mean that you want all the classes listed right? Because this was just to give you an overview of the architecture. Example of how it should look: http://i.imgur.com/ZGoM2i2.png The Graphical User Interface box is just there for giving an idea of the context. GuiControl is a base class within the Graphical User Interface context, and the cloud describes that there is a bunch of derivative classes of GuiControl.
  15. Huh.. I'll try exporting it to another format later today.
  16. hahah well really not but I suppose you have some other stuff to do. I thought you were going to put the names not only the box hahaha :lol: Anyway if you can't, I will figure out. What names are you speaking of? Could you give an example? I named all the classes in the diagram. I won't mind altering it to accommodate what you had in mind
  17. The environmental editors are pretty good.. River and forest editors... Other than that it's really a case of the license. Torque doesn't have any technical advantage over UE4.. If anything it'd be the networking, that's pretty solid.
  18. You didn't complain about anything so I assume the diagram fulfilled your needs. :P I'll move this to the C++ forum because it's more relevant there.
  19. This diagram should give an overview of the architecture of the engine. I included the most important things imo for general development, hope you can use it. Edit: Alternatively try this link: http://goo.gl/HtztNC
  20. Hah I'm afraid you can't get that kind of nice diagrams over T3D.. In T3D everything is mashed together in deep deep hierarchys and blob classes. But I'll try and cook something together for you.
  21. Do you want an overview, or something that's really detailed? I can cook up an overview for ya, but for detailed stuff you need the doxygen :P
  22. Idea: when the .tasset is generated, couldn't it allow for some easy optional optimizations too? E.g. merging some textures together in the different channels, conversion to .dds etc. Conversion to .dds is something a lot of people forget or don't know to do, but it improves loadtime and memory usage. And merging textures together was specifically minded on terrain textures, where you could have normal and parallax map in seperate files and then merge them together when generating the .tasset. Could also allow for flipping the axis, so you don't have to do that manually. This would help import for non-artists.
  23. According to that thread, it's only free for TGE + AFX owners. I.e. it's not available if you don't own those 2 products.
  24. Umm, there is no editor exe, you just run the torque3d exe and open the in-game editor there.
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