Search found 362 matches

Search found 362 matches Page 25 of 37
by Jason Campbell
Mon Mar 06, 2017 1:23 am
Forum: Beginner
Topic: turning wheels
Replies: 17
Views: 7652
Sorry been away. I'll try to look into it.
by Jason Campbell
Fri Mar 03, 2017 1:59 pm
Forum: Tools
Topic: Archimesh a Blender addons for Level Design
Replies: 3
Views: 4892
Cool,thanks for the heads up. I didn't know about this. I sometimes use SweetHome3D as a pipeline tool but it is very cumbersome when it comes to creating game friendly assets.
by Jason Campbell
Fri Mar 03, 2017 2:08 am
Forum: C++
Topic: OMFG, my VS 2015 completely melted down.
Replies: 9
Views: 5229
Compiling for Windows is the thing. I don't want to even run Windows in VM. Up until last week I've been compiling T3D from command line only. I have been experimenting with and having a good time with Code::Blocks. It is very easy to visually add custom code to the project. I'm going to try VS 2010...
by Jason Campbell
Fri Mar 03, 2017 12:22 am
Forum: Beginner
Topic: turning wheels
Replies: 17
Views: 7652
You have to have hubs and springs set up as nodes. The cool thing is that you can add the nodes in shape editor. I can't remember the exact naming of the hubs. Im on mobile. Download my jeep vehicle and look at the setup.

http://forums.torque3d.org/viewtopic.php?t=582
by Jason Campbell
Fri Mar 03, 2017 12:15 am
Forum: C++
Topic: OMFG, my VS 2015 completely melted down.
Replies: 9
Views: 5229
I hate to say it but it would probably be less of a hassle to reinstall Windows. I guess the newer versions have a more advanced uninstaller but apparently it is a pain in the balls to know what component isn't being shared. I feel your pain but I'm a deserter. I switched to Linux and am through wit...
by Jason Campbell
Tue Feb 28, 2017 1:51 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 15919
Don't mean to be a pain but could you point in the direction of how to go about doing a stack trace?

I used to be able to debug with Torsion but doesn't work with linux.

Thanks
by Jason Campbell
Tue Feb 28, 2017 2:19 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 15919
God, I'm so close to getting this working. Originally Bryce said that any NavMesh and Recast will work fine as long as NavMesh is called Mesh1. Well I finally got it to Build with 0 errors and everything seems to work except the NavMesh is not seen. The AI tries to walk the NavPath but fails. Here i...
by Jason Campbell
Sat Feb 25, 2017 11:56 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 15919
OK now I get it. I also think I'm beginning to understand why they are called filters. The Tactical AI Kit must use a modified recast.

I'll look more Intel VS and what is meant by filters.
by Jason Campbell
Sat Feb 25, 2017 7:13 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 15919
Thanks, that might work. Plus, I was wondering exactly how to add modules anyway. The reason it might not work is that, there is a folder named recast inside of a folder named nav and his example in Visual studio has recast nested in nav, as "filters". I thought I had it set up in Code::Blocks but I...
by Jason Campbell
Thu Feb 23, 2017 10:55 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 15919
I recently have been using Torque 3D 3.5 in WINE on Linux so I can utilize Bryce's incredible Tactical AI Kit. Nothing would make me happier then getting TAIK to work natively in Linux. Looking at the changes, it may be possible even in 3,10. I could continue in 3.5 but there are some issues with us...
Search found 362 matches Page 25 of 37