Search found 47 matches

Search found 47 matches Page 1 of 5
by Hodo33
Tue Nov 06, 2018 2:17 am
Forum: C++
Topic: writeBits vs writeFloat
Replies: 5
Views: 2564
Thanks for the input, makes sense. So write float has a bit count parameter what part is being truncated if less than 32? single precision float = 1 sign, 7 exponent, 24 mantissa yes? The float in question is a rotation ( I assume normalized 0 - 1 or radian) does the engine lerp the rotation ? Not s...
by Hodo33
Tue Oct 30, 2018 7:15 pm
Forum: C++
Topic: writeBits vs writeFloat
Replies: 5
Views: 2564
It is declared as a F32. As I said the function writeBits and readBits is in the engine but only used in one place other than this door code so I was curious why it is not used and should I change it .. thanks for the reply...
by Hodo33
Tue Oct 30, 2018 3:39 pm
Forum: C++
Topic: writeBits vs writeFloat
Replies: 5
Views: 2564
I have implemented the door resource from Joshua Jewell later modified by Jeff Loveless. It has been working fine but I get occasional crash in bitstream.cpp void BitStream::writeBits(S32 bitCount, const void *bitPtr) where bitCount has no value therefore -> crash From the Door.cpp file bstream->wri...
by Hodo33
Fri Oct 26, 2018 6:39 pm
Forum: TorqueScript
Topic: Navmesh
Replies: 14
Views: 1813
Well navmesh works better now that I altered a few things. I have a situation where I have 3 nav meshes but only one should be active per mission so I load the proper one for the mission. Changes I was making did not save properly so I have taken to adding the mesh to the mission, do a build, then d...
by Hodo33
Fri Oct 26, 2018 6:34 pm
Forum: TorqueScript
Topic: ScatterSky Sun color
Replies: 10
Views: 4919
@Flun not sure the sunsize of 100000 is correct I use 0.15 since the stock size is way to big and exposure of 9999999 would way overdrive the clouds visual. Any devs care to chime in on this? There is a huge struct and calculation for what I feel is a unnatural look. If I could just make a yellow su...
by Hodo33
Sat Oct 13, 2018 10:07 pm
Forum: TorqueScript
Topic: ScatterSky Sun color
Replies: 10
Views: 4919
@marauder that picture almost proves my point, go out and look at the sun at sunset and the sky around it. With all the variables in there I think it should be closer. https://www.google.com/search?q=sunset+pictures&client=firefox-b-1&tbm=isch&tbo=u&source=univ&sa=X&ved=2ahUKEwit0KXUmYTeAhUHx1kKHe_n...
by Hodo33
Fri Oct 12, 2018 8:53 pm
Forum: TorqueScript
Topic: ScatterSky Sun color
Replies: 10
Views: 4919
I have played with most all the variables on a scattersky and I can't change the sun color. In game it is pure white and the sun is kind of yellow in reality. Any changes I make to sunscale or colorize etc just turns the whole scene yellow. In the code: mSunColor.set( 0, 0, 0, 1.0f ); mSunScale = Co...
by Hodo33
Sun Oct 07, 2018 1:25 am
Forum: Beginner
Topic: A quick question about collide
Replies: 4
Views: 657
What happens when you have a large city? I thought TSstatic was made to avoid all the overhead of the staticshape. I have vehicles crashing into buildings all over. My quick temporary fix function PickupTruck::onImpact(%this, %obj, %col,%vec,%vecLen) { echo("IMPACT "@%obj SPC %col SPC %vecLen); } %v...
by Hodo33
Fri Sep 21, 2018 4:16 pm
Forum: TorqueScript
Topic: aiPlayer aim
Replies: 12
Views: 1775
I just noticed I hadn't responded to this. Steve got the magic fix and the bots are brutal now. Thanks for the help to all ....
by Hodo33
Wed Sep 12, 2018 6:50 pm
Forum: Beginner
Topic: Calculating a Peek value for aiPlayer
Replies: 5
Views: 338
Thanks for the suggestions, I like the getRandom idea, allows me to look and hide a bit better. The game is a RPG shooter. I want the player to be more tactical and have to consider their actions rather than run and gun. I set their seek field of view narrow until I shoot one or just get right in fr...
Search found 47 matches Page 1 of 5