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Search found 70 matches Page 1 of 7
by fLUnKnhaXYU
Tue Mar 05, 2019 12:46 am
Forum: TorqueScript
Topic: Missiongroup and cleanup
Replies: 5
Views: 226
What will happen in the case where you group together items in a sim set , that sets the parentGroup of the item to the name of the sim set .
btw my version is 3.9
by fLUnKnhaXYU
Mon Jan 07, 2019 1:38 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 910
Duion , 3.10 works great . My issue here is with 3.9 . This script code below , is copied from your examples linked to above , I only changed some paths and names . There are no footstep sounds by using the footstepsoundID number which in this case both materials use number 1 . I tested it with an a...
by fLUnKnhaXYU
Sun Jan 06, 2019 5:26 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 910
All Ive managed to do is use other sounds in the foot step sounds list in the material editor , other than the footstepsoundID numbers . Can someone confirm that these footstepSoundIDs work in version 3.9 . If Im remebering correctly Ive seen it work for materials to structures But , Im not having a...
by fLUnKnhaXYU
Sun Jan 06, 2019 1:15 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 910
in game shows me that the SFXprofile has a datablock and when i use a playonce or play it shows an ID but , there is no sound , It does the same in 3.10 , So , no clue . The datablocks look the same in the datablock editor , re-pointing to the soft sound profile only adds .ogg extension and has no e...
by fLUnKnhaXYU
Sat Jan 05, 2019 8:04 am
Forum: TorqueScript
Topic: can you to re-use forest file ? -SOLVED-
Replies: 6
Views: 472
OK , found it , first I needed to check the path to the forest file in the MIS file . then I was able to use the forest editors'
mesh tab to point to the new location of each item , go through all of the items one by one and all worked well . Thanks for your help .
by fLUnKnhaXYU
Sat Jan 05, 2019 5:21 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 910
I am using an unadulterated copy of version 3.9 , the effects are working correctly except for there is no sound for the footsteps . //======================================================= // This is in the file saved by the editor at // art/materials.cs singleton Material(sand_01_FX) { mapTo = "s...
by fLUnKnhaXYU
Sat Jan 05, 2019 5:08 am
Forum: TorqueScript
Topic: can you to re-use forest file ? -SOLVED-
Replies: 6
Views: 472
Today , I replaced the brushes and managedItem files with the files straight from Konserian Highlands expansion . I then changed the addresses in the shapefile fields . Might be worth mentioning that I put the MIS and .FOREST and other files inside ; levels/KonserianHighlands/MIS_konserianHighLands/...
by fLUnKnhaXYU
Fri Jan 04, 2019 4:56 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 910
lately Ive been creating the terrain tile materials for my 3.9 and 3.10 and there seems to be some difficulty with the linking of a material to a terrainMaterial in v3.9 that I dont have with 3.10 . problems that become evident with the footStepsounds and showDust features . Is anyone aware of some ...
by fLUnKnhaXYU
Fri Jan 04, 2019 4:40 am
Forum: TorqueScript
Topic: can you to re-use forest file ? -SOLVED-
Replies: 6
Views: 472
Ive changed the paths to the models and the forests do not generate . I was hoping itd work more like terrain materials where just the name seems to be all thats needed . I did try renaming the ItemData names found in the forest file and re-naming the brushes to match the names in the forest file ne...
by fLUnKnhaXYU
Thu Jan 03, 2019 1:30 am
Forum: TorqueScript
Topic: can you to re-use forest file ? -SOLVED-
Replies: 6
Views: 472
Ive put what demos i could find into a single game folder and since Ive changed the folder structure a bit , the compiled forest files do not work now , Is there something/s I can do to be able to use the original forest file ?
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Search found 70 matches Page 1 of 7