Search found 55 matches

Search found 55 matches Page 1 of 6
by Sir_Skurpsalot
Wed Aug 05, 2020 3:19 am
Forum: Content
Topic: Leaf flutter face-tearing/splitting
Replies: 1
Views: 105
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 flutte...
by Sir_Skurpsalot
Mon Jul 20, 2020 4:33 pm
Forum: Content
Topic: Getting heightmap from GIMP 2.10.20
Replies: 1
Views: 375
Figured it out.. apparently simply not having the png within the torque directory structure makes it fail.
by Sir_Skurpsalot
Mon Jul 20, 2020 4:12 pm
Forum: Content
Topic: Getting heightmap from GIMP 2.10.20
Replies: 1
Views: 375
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 text...
by Sir_Skurpsalot
Fri Jun 05, 2020 3:48 am
Forum: TorqueScript
Topic: Anyone have any luck with cover points?
Replies: 1
Views: 1418
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?
by Sir_Skurpsalot
Thu Jun 04, 2020 1:10 pm
Forum: TorqueScript
Topic: NavPath / NavMesh problems
Replies: 4
Views: 2866
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.
by Sir_Skurpsalot
Thu Jun 04, 2020 12:57 pm
Forum: TorqueScript
Topic: NavPath / NavMesh problems
Replies: 4
Views: 2866
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 o...
by Sir_Skurpsalot
Thu Jun 04, 2020 4:01 am
Forum: TorqueScript
Topic: NavPath / NavMesh problems
Replies: 4
Views: 2866
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? %navPat...
by Sir_Skurpsalot
Wed Jun 03, 2020 3:07 am
Forum: TorqueScript
Topic: Clearing out non-blended stateShapeSequence
Replies: 3
Views: 993
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
by Sir_Skurpsalot
Tue Jun 02, 2020 5:40 pm
Forum: TorqueScript
Topic: Clearing out non-blended stateShapeSequence
Replies: 3
Views: 993
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.
by Sir_Skurpsalot
Mon May 25, 2020 1:18 pm
Forum: TorqueScript
Topic: Animation frame triggers broken/unfinished?
Replies: 17
Views: 1939
Interesting, thanks
Search found 55 matches Page 1 of 6