Guy Allard's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Triggers that "Pull" | Have you looked at the physicalZone class? You set them up like triggers, and they can modify a ... read more | 03/07/2010 (2:08 pm) |
| Torsion exports | Same here. I also get some really bizarre autocomplete stuff too when editing a T3D project.... read more | 03/06/2010 (10:59 am) |
| Torsion and Torque3D Integration | Yeah, it would be a great feature.... read more | 03/05/2010 (8:40 am) |
| Terrain textures not joinning together properly UPDATE | This bug is still present in T3D 1.1B... read more | 03/04/2010 (1:45 am) |
| RTS Stats gui ... a step towards displaying stats for client/units | So is there any chance that we'll be able to see the results of all your hard work, or is it destine... read more | 03/03/2010 (1:42 am) |
| How I got Footprints working with the RTS kit ... mostly | The triggers that are responsible for creating the footprints are part of the movement animations fo... read more | 02/28/2010 (2:14 am) |
| HiFi and std gameProcessLists | yeah, thanks for that :)... read more | 02/16/2010 (5:27 pm) |
| Decals do not fade out. | Ah, I see. The busticators have been busy again....... read more | 01/30/2010 (9:07 am) |
| Compatible with Binary | What do you mean by the full version? The RTS starter kit does not work with Torque 3D. It will n... read more | 01/25/2010 (5:54 pm) |
| Compatible with the binary | No. It's not compatible. The RTS kit is only compatible with TGE.... read more | 01/25/2010 (3:13 pm) |
| Compatible with Binary | The RTS starter kit is compatible only with TGE. It is not compatible with TGEA, or any version of T... read more | 01/25/2010 (2:54 pm) |
| RTS. Unit Movement on walls | RTS Units by default clamp their Z position to the height of the terrain beneath them. This is perfo... read more | 01/15/2010 (2:46 pm) |
| Terrain problem: Lines on the terrain | Are you using an ATI 3000 series or lower graphics card? If so, then it could be this bug: [url]http... read more | 01/12/2010 (4:51 am) |
| Beta 4 Bug: Cubemap not saving | Still an issue with T3D 1.1A... read more | 01/03/2010 (6:38 pm) |
| Terrain textures not joinning together properly UPDATE | This bug is still present in T3D 1.1A (ATI radeon HD 3200) EDIT - I also see similar seams at th... read more | 01/03/2010 (12:13 pm) |
| Crash onclient in BitStream when starting a new mission in a multiplayer game | If you've modified any pack/unpack functions in the engine, having a mismatched write/read can give ... read more | 01/02/2010 (6:47 pm) |
| ITickable: interpoateTick() vs advanceTime() | ProcessTick is called every tick (32ms) on both server and client. AdvanceTime is called every fram... read more | 12/31/2009 (3:31 pm) |
| T3D1.01 - explosions render differently when connected to dedicated server | This problem is also present in T3D 1.1A... read more | 12/22/2009 (4:25 pm) |
| RTS Prototype multiplay? | The RTS prototype will not work for multiplayer. The raycast functions that are used by the Gui for ... read more | 12/05/2009 (4:18 am) |
| I'm stuck with a RTS prototype tutorial | The problem is that the raycast function used to select the units only queries the serverContainer. ... read more | 11/13/2009 (4:08 pm) |
| Performance: Triggers or radius searches? | Instead of actively scanning for projectiles, why not let the projectile do the work - when the proj... read more | 10/27/2009 (6:15 am) |
| Nasty Item bug | James, look into static shapes (NOT TSStatic). These can be collided with (and callback to script on... read more | 10/08/2009 (6:31 am) |
| Platform::setWindowLocked | Hmm, the lockmouse script command just calls platform::setWindowLocked in the engine, which doesn... read more | 10/06/2009 (4:09 pm) |
| Camera in tourque3D? | Take a look at the advanced scripting tutorial in the documentation - it has a section covering the ... read more | 10/06/2009 (12:42 pm) |
| A hand with something that's probably simple... | [code]for( %x = 0, %x < $AIManager::botCount, %x++)[/code] should be [code]for(%x = 0; %x < ... read more | 10/03/2009 (7:01 am) |
| Dependancy on ShapeBase | Thanks Jeff, that clarifies things.... read more | 09/27/2009 (5:08 am) |
| Basic lighting shadows | OK, Thanks Tom. ... read more | 09/26/2009 (5:25 pm) |
| Small Mack Pack error | There's a simple one-line solution for this, already built into TGE 1.5.2: In engine\ts\tsShapeCo... read more | 11/18/2008 (7:59 pm) |
| Adding adjustable Yaw to the RTS camera | Setting the pitch for the camera update when the yaw has changed certainly looks like another bug. ... read more | 09/29/2008 (8:43 pm) |
| Adding adjustable Yaw to the RTS camera | A couple of other things you could try: In game, pull down the console and type $RTSCamera.incr... read more | 09/29/2008 (4:03 pm) |
| TGEA 1.7.1 Bug: sgShadowProjector bad pointer after db swap | The following fix appears to be stable for me: in ShapeBase::onNewDataBlock after: mShapeInstan... read more | 09/16/2008 (3:34 pm) |
| Blue Marble - To Guy Allard | Sorry to take a while to respond to this. The atmosphere shader needs a slightly different eye po... read more | 07/27/2008 (5:56 pm) |
| Solved: Rtskit 1.5.2 For Linux | Nice. How is the performance under linux?... read more | 06/30/2008 (3:59 pm) |
| Thinking about barricade | I think the ambient lighting is fed to the shaders via the PC_AMBIENT_COLOR shader constant. The val... read more | 06/21/2008 (8:55 am) |
| Getting RTS kit to compile with VS .NET 2003 | I'm assuming your using the latest RTSStarterKit, which has been ported to use the TGE1.5.2 codebase... read more | 06/18/2008 (11:36 am) |
| Resticting the mouse cursor | Cheers for that. They've added the mouse lock back in to 1.7.1, but the cursor is still free to wan... read more | 06/14/2008 (8:34 am) |
| Rts creature pack - rts-sk scripts needed | A little more info: The ideal place for this would be to play the defend / takeDamage animations ... read more | 06/08/2008 (8:56 am) |
| Bad | I experience the same thing when exiting from both the mission editor and gui editor in DEBUG builds... read more | 05/29/2008 (2:38 pm) |
| Making attacks on server | The actual attack is currently performed server side, and the application of damage is performed by ... read more | 05/20/2008 (3:46 pm) |
| Mount Nodes in the RTSSK | There is no mounting as standard in the kit. The easiest way would be the old fashioned way :)... read more | 05/17/2008 (7:21 pm) |
| Making Projectile Render with RTSCamera | I think that the problem here is that the RTSCamera doesn't do everything that it's needed to do. ... read more | 05/13/2008 (5:10 pm) |
| Getting terrain block with mega terrain | Thanks Matt, that's exactly what I was looking for.... read more | 05/08/2008 (4:49 pm) |
| Jerking rtsplayers after porting to 1.52 | After looking closely at my RTS 1.5.2 builds and comparing the units movement to 1.3, I know what yo... read more | 05/01/2008 (4:10 pm) |
| Adding "simple" collision for trigger and onCollision callback | Nice work!... read more | 05/01/2008 (4:00 pm) |
| Bad fog on scaled objects | I don't quite follow - on line 668 of processedShaderMaterial.cc the scale is being removed from V... read more | 03/31/2008 (7:13 pm) |
| Bad fog on scaled objects | So does that mean that the eye position is being given using a different transformation than everyth... read more | 03/31/2008 (5:57 pm) |
| Implementing collision detection in RTS | Collision avoidance using something like a radius search is definately the way to go, rather than co... read more | 03/31/2008 (4:28 pm) |
| Bad fog on scaled objects | Looking at TGEA 1.7, this fix seems to be in there (or at least something similar in ProcessedShader... read more | 03/27/2008 (8:49 pm) |
| Getting your selection's name? | From the errors you're getting, it looks like %building isn't actually a building. Without looking a... read more | 03/25/2008 (5:08 pm) |
| 3D Radar -TGEA help | James, I finally bit the bullet and got myself a TGEA license. I've got the basics of the contr... read more | 03/18/2008 (5:44 pm) |