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Search found 76 matches Page 1 of 8
by irei1as
Mon Apr 09, 2018 9:37 am
Forum: TorqueScript
Topic: Expose decal road nodes
Replies: 1
Views: 170
You can use Point3F DecalRoad::getNodePosition( U32 idx ) instead. It's also located in decalRoad.cpp. Then you only need to show it to TorqueScript with a DefineEngineMethod. If you don't want to change the engine you could also create a Path and add various Marker to it that follows the decal road...
by irei1as
Thu Mar 22, 2018 9:39 am
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 7
Views: 310
Thanks a lot for the effort. It works well for my Trust compact gamepad gtx24. It detects it as joystick. All the buttons work as normal except, the horizontal of the right stick is detected as both "zaxis" and "rxaxis". But that may be because some faulty drivers I tried to inst...
by irei1as
Tue Mar 13, 2018 10:58 am
Forum: Beginner
Topic: Compiler Problems with new Computer
Replies: 13
Views: 486
If you're using Visual Studio 2017 (the one recommended for Windows 10) for CMake to work you need desktop c++ (warning: it's like 5 GB) https://userdeck-api.s3.amazonaws.com/files/LUHboih732iHV6xl-C%252B%252B-Tutorial%252C-Installing-C%252B%252B.png I got a new computer and I only needed that to co...
by irei1as
Fri Feb 02, 2018 11:34 am
Forum: C++
Topic: HitBox resource help.
Replies: 23
Views: 1390
I think the problem comes from mixing collision and nodes (armature bone is a kind of node). See, when looking for a node transform you get the root value and not the position it should take from the current animation. I think that can be fixed using in the server mShapeInstance->animateNodeSubtrees...
by irei1as
Thu Nov 02, 2017 11:55 am
Forum: Beginner
Topic: character customization mechanics
Replies: 5
Views: 584
There is also the option of object mounting (not just weapon image)to do something kinda like a Mr. Potato but for body parts. But not sure about how good of a performance it'll run if there are a lot of objects. And if things fail to load you may end with a faceless guy like in the old assassin's c...
by irei1as
Thu Nov 02, 2017 11:40 am
Forum: C++
Topic: How can i add 3rd party library into torquescript?
Replies: 6
Views: 865
Torque3d uses a marshalling (?) thing to comunicate between torquescript and C++, I think. What you want is, probably, to use "DefineConsoleFunction". I don't understand much the C++ base to really help you directly, sorry, but what I do is to check the source code for examples. If you kno...
by irei1as
Tue Oct 03, 2017 11:15 am
Forum: Beginner
Topic: get player position in torque c++
Replies: 4
Views: 536
Ah, the Player class it isn't only for the active game player. It's just an object that moves like a Player and it can be used as the control object. Maybe something like "actor" could have been more appropriate. When you use "new" you create a new instance that is independent of...
by irei1as
Mon Aug 07, 2017 10:15 am
Forum: Beginner
Topic: Audio Scope Bug? Probably Bug Between Chair And Torquescript :/
Replies: 2
Views: 465
It seems you may have found what's up but let me share something that may be related. If you're changing the camera you also need to use %camera.scopeToClient(%client) or the camera scope fails. I think that's called somewhere from spawnPlayer so it isn't a problem if using that. I had this issue wh...
by irei1as
Wed Jul 19, 2017 6:03 pm
Forum: C++
Topic: Looping Animation Stutters Due To First Frame Copied Over Last
Replies: 5
Views: 876
I think I had that issue before. I'll have to test later. If I remember correctly what I did with blender is to change the start frame from "1" to "0". Then the first pair of frames I left as "root" and used the rest for the animations (looping or not). I suspect that e...
by irei1as
Fri Jul 14, 2017 11:26 am
Forum: General
Topic: Releasing OpenAL Sound Buffers
Replies: 1
Views: 523
I'm having some issues with OpenAL streaming buffers trying to fix the broken SFXSound::setPosition(x), too. Maybe it's related, thanks for the info. By the way, if anybody wants to test streaming sounds make them from sound files longer than 24 seconds. Otherwise they're internally treated like non...
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Search found 76 matches Page 1 of 8