Search found 130 matches

Search found 130 matches Page 12 of 13
by TorqueFan
Mon Jul 06, 2015 11:40 pm
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
I've found a game specific problem that only appears if you are using orbitObject mode for the camera. I was hoping someone may be able to give some advice as to how to get this issue resolved. It's super easy to replicate the problem with a stock build: • Open up scripts/gameCore.cs and setup the c...
by TorqueFan
Sun Jul 05, 2015 6:40 am
Forum: C++
Topic: Generating bounding box inside Shape Editor crashes
Replies: 20
Views: 9817
How do you determine them in the datablocks? • Navigate to art/datablocks/player.cs • In the datablock PlayerData(DefaultPlayerData) (this is the player datablock...), find the line: boundingBox = "0.65 0.75 1.85"; • Adjust to your heart's content. The first number is the x value (from the center),...
by TorqueFan
Sat Jul 04, 2015 4:40 pm
Forum: C++
Topic: Generating bounding box inside Shape Editor crashes
Replies: 20
Views: 9817
The bounding box and the collision meshes are 2 different things, and each serves a different purpose. What Duion says is true, in a way, but only when dealing with the actual player character that the client controls. As I recommended in your other posting @saindd you should setup the player's boun...
by TorqueFan
Sat Jul 04, 2015 4:28 pm
Forum: Content
Topic: "bounds" should be rigged to character?
Replies: 7
Views: 7292
The bounding box should be large enough so that any animations don't extend out of its boundaries. Like if you had a character that did a jump animation which actually adjusted its position on the 'z' axis upwards, you would want the bounding box to be taller than the character so that the player fi...
by TorqueFan
Sat Jun 27, 2015 4:48 pm
Forum: Announcements
Topic: Torque 3D 3.7 released
Replies: 58
Views: 45006
Thanks for all the time and energy put into the update! Currently enjoying development using Torque and looking forward to what's to come!
by TorqueFan
Mon Jun 22, 2015 6:03 am
Forum: C++
Topic: A Couple Inquiries
Replies: 3
Views: 2499
if (&Player::steppedOnMyObject) What's this supposed to do? Looks like you're getting a reference to a... static property? Anyway where are you doing the raycast? Essentially you should keep the result of the raycast (which has the object the cast hit), then you can check its type mask to see what ...
by TorqueFan
Sat Jun 20, 2015 10:43 pm
Forum: C++
Topic: A Couple Inquiries
Replies: 3
Views: 2499
Well I believe I found what I need for #2. Tracked down the SceneContainer and SimpleQueryList which I think will meet my needs fine for indexing objects. For #1 I've implemented a custom callback, so I can call the functions to the other class via script...which is kinda what I was trying to avoid ...
by TorqueFan
Sat Jun 20, 2015 8:46 pm
Forum: C++
Topic: A Couple Inquiries
Replies: 3
Views: 2499
I've been messing with a custom class in C++ for T3D and ran into a couple snags that, hopefully, might be cleared up by someone with a bit more knowledge around the engine and the use of its source. 1 - The first thing I'm having problems with is when the Player performs a rayCast onto the object h...
by TorqueFan
Tue Jun 16, 2015 4:01 pm
Forum: General
Topic: Dedicated Server Billboards (Crash)
Replies: 10
Views: 6807
Nice, that's got it sorted. Thanks Az!
by TorqueFan
Tue Jun 16, 2015 6:15 am
Forum: TorqueScript
Topic: Replace TP and FP player models with only scripting?
Replies: 15
Views: 8620
This is what i'm talking about. What are the required bone names? Gosh, my bad man, totally misread your OP and thought you were interested in weapons... The bones go like this: -Bip01 -Bip01 Pelvis -Bip01 Spine -Bip01 Spine1 -Bip01 Spine2 -Bip01 Neck -Bip01 Head Bip01 HeadNub -Bip01 L Clavicle -Bi...
Search found 130 matches Page 12 of 13