Search found 103 matches

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Search found 103 matches Page 1 of 11
by Bloodknight
Sat Dec 16, 2017 9:17 pm
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
ok, so found the culprit... partly https://github.com/GarageGames/Torque3D/blob/development/Engine/source/ts/tsShapeConstruct.cpp#L2150-L2214 this is the critter that's writing the data to the shape.cs file, my tinkering so far hasn't helped much since all it does is take the data that's already bee...
by Bloodknight
Sat Dec 16, 2017 6:59 pm
Forum: Beginner
Topic: Change player character
Replies: 20
Views: 209
I won't argue that as an engine it is far easier to build an FPS type game because of both its roots and its direction in the past, and yes the tutorials reflect that. As far as animations go I am a long way from being an expert it seems to me upper body vs lower body animations and blending seem to...
by Bloodknight
Sat Dec 16, 2017 4:12 pm
Forum: Beginner
Topic: Change player character
Replies: 20
Views: 209
the entity/component system is not really worked into the development branch yet, its still being worked on by Jeff. In the meantime, you can push different action maps to provide context keymapping at almost any point you need to and pop them off again when you are done, there are of course design ...
by Bloodknight
Sat Dec 16, 2017 3:33 pm
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
I came, I saw, I failed... function DiceCubeDts::onLoad(%this) { %this.setDetailLevelSize("0", "600"); %this.addMesh("detail500", "./DiceCube2.dts", "DiceCube 0"); %this.addMesh("detail400", "./DiceCube3.dts", "DiceCube 0&quo...
by Bloodknight
Fri Dec 15, 2017 6:12 pm
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
singleton TSShapeConstructor(DiceCubeDts) { baseShape = "./DiceCube.dts"; }; function DiceCubeDts::onLoad(%this) { // Sets the size of the baseshape %this.setDetailLevelSize("0", "600"); // This works /* %this.addMesh("DiceCube 2", "art/shapes/dice/DiceC...
by Bloodknight
Fri Dec 15, 2017 5:43 pm
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
ok, so, the problem was caused in part by an older guide from the GG forums which no longer works as specified in the thread there This thread in case anybody is interested. Another issue was the slight inconsistency in how the editor itself works, in that it has used both of the 'working' methods f...
by Bloodknight
Fri Dec 15, 2017 5:01 pm
Forum: Content
Topic: Relicensing the Garagegames demo assets?
Replies: 1
Views: 48
The problem with MIT, well one of the problems is in part the discussions regarding where the licence goes, the assumption that the licence file *must* be included inside each and every code file is not accurate, while i'm pretty sure there are lawyers somewhere with an opinion nobody really cares e...
by Bloodknight
Thu Dec 14, 2017 11:14 am
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
@Jason Campbell Firstly thanks for taking the time to look at this, I used your file and it works fine, which means I at least have a working reference while finding and posting and possibly fixing the other issues around this particular problem. Secondly, ignore Duion, he has been attacking me for ...
by Bloodknight
Wed Dec 13, 2017 1:56 am
Forum: Beginner
Topic: Shape Editor
Replies: 10
Views: 116
OK, so first time playing with shape editor in any real way since I've never really needed to before now. I've created a series of models to test with Download Here Now, all appears to work perfectly well Exhibit 1 https://i.imgur.com/QVvEPVs.png Exhibit 2 https://i.imgur.com/pTYY2AO.png exhibit 3 h...
by Bloodknight
Thu Aug 17, 2017 7:30 pm
Forum: Beginner
Topic: Importing a house
Replies: 3
Views: 236
As I recall the 65k limit was per mesh and you can have multiple meshes per model. also iirc the T3d->collada pipeline auto manages this somehow or at least did do in the early days. You will probably have to tweak the navemesh quite a lot, create a specific navmesh for the building with different s...
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Search found 103 matches Page 1 of 11