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Sir_Skurpsalot

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  1. Never did that one. Didn't realize echo is supposed to take a second argument until just now... might have to find it in the source code to see how the second argument really works, tutorial must be outdated. To get Hello World3 in a similar fashion I would type echo("Hello World"@3); @ concates strings I "hacked" it by doing echo("Hello World", "3"); :p It worked, but I don't think I've actually solved anything. :lol: Seems putting a number directly into echo() makes it print twice unless you pre-convert it to a string with "" or another string operator.... weird. I've used echo to print tons of numbers from variables and never ran into this though.
  2. Never did that one. Didn't realize echo is supposed to take a second argument until just now... might have to find it in the source code to see how the second argument really works, tutorial must be outdated. To get Hello World3 in a similar fashion I would type echo("Hello World"@3); @ concates strings
  3. That works... I reference this site a lot: https://torque-3d.readthedocs.io/en/latest/script/languageref.html
  4. Going to Color --> Levels and moving the middle triangle slider in input levels to the tallest part of the graph and clicking ok, and repeating 2 more times, then changing the output levels to min 108 max 148 seems to work pretty well.
  5. Does anyone have a method (doable in GIMP) for preparing a texture to be used as a terrain detail texture? Trying to find a method for consistently and accurately centering an image's color levels around 128 that I can repeat for each of my textures. Thanks for reading.
  6. Putting the finishing touches on a tree model and am following the wind effects tutorial from the art primer. I have been applying one vertex color at a time and then testing and red and green values work as they are supposed to, but upon adding blue values to my vertex colors to get the leaf flutter effect it causes the faces the vertex is connected to to separate.... anything I could try? I have made sure in blender that there are not duplicate vertices.
  7. Figured it out.. apparently simply not having the png within the torque directory structure makes it fail.
  8. How to successfully get a terrain heightmap from GIMP 2.10.20 into Torque? I keep getting the error "Heightmap failed to load!" when I try. Size 1024 x 1024, mode is set to grayscale, precision is set to 16 bit integer / linear light, tried in png and bmp format. I am not attempting to load any texture maps yet along with the heightmap. What am I missing here?
  9. Been messing with these a lot today and the AI does not seem to be able to choose the correct one based on the direction of the threat... even though the source code shows that the angle is what they are scored by first. Also, do the peek left / right/ over properties actually effect anything?
  10. Looked at the source code and figured it out.... you have to use setPathDestination() instead of setMoveDestination() and then he uses the navmesh and finds his way there. I guess the navPath object is pretty pointless.
  11. If I try to tell my bot to just move directly to a location he just runs into a mountain and does not navigate.... is there something I am forgetting in order to get the bot to acknowledge the NavMesh? Because in the navigation editor if I spawn the test bot and click around at various points that one works great.
  12. Trying to learn to use navmesh and navpath, but I keep getting this error. "No NavMesh polygon near visit point (105.3, 88.7, 513.094) of NavPath 21142" There are indeed blue navmesh polygons around it according to the editor. This is all that is needed to create a navpath from script right? [code2=BBCODE40_TORQUESCRIPT ]%navPath1 = new NavPath() { mesh = Nav; from = %demoAI.getPosition(); to = NavTest.getPosition(); }; %navPath1.plan();[/code2]
  13. Your second solution applies to what I was talking about, and after much experimentation today seems to be the only way to reset the players animation back to a root pose after playing a non-blend sequence set by stateShapeSequence.... thanks
  14. If playing a non-blended sequence on a player called from a weapon image's stateShapeSequence, is there any good method to stop it and return to the normal engine-selected looping pose animations? They seem to just stay stuck on the last frame.
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