Search found 72 matches

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Search found 72 matches Page 4 of 8
by Gibby
Mon Mar 16, 2015 6:18 pm
Forum: Torque 3D website feedback
Topic: embedding video
Replies: 5
Views: 3516
ummm, can someone explain how I can embed my youTube vids in BBCode? :geek:
by Gibby
Mon Mar 16, 2015 6:14 pm
Forum: Blogs
Topic: Anatomy of a GameType, volume 5, setting up the new gameType
Replies: 0
Views: 2857
Creating a new gameType T3D by default has its game funtionality built into gameCore.cs and all other gameTypes inherit or are 'parented' to it. One little trick I use to make my game modder-friendly is to setup a folder for new gameTypes that is auto-executed. This allows modders to simply save a ...
by Gibby
Sun Mar 15, 2015 11:12 pm
Forum: TorqueScript
Topic: getSurfaceHeight
Replies: 5
Views: 2578
Yeah, have to add this in Engine/source/environment/waterBlock.cpp : // up at the top with the other includes: #include "console/engineAPI.h" // .... // down at the bottom of the file: DefineEngineMethod(WaterBlock, getSurfaceHeight, F32, (const Point2F pos), , "@brief Return the height of the wate...
by Gibby
Sun Mar 15, 2015 5:30 pm
Forum: TorqueScript
Topic: getSurfaceHeight
Replies: 5
Views: 2578
Greets All: I have a network-friendly submarine nearly finished but have an issue with waterblocks for which I've searched the net as well as the source code to solve: I have a waterblock in my level: new WaterBlock(theOcean) { gridElementSize = "5"; gridSize = "5"; density = "1"; ...blahblahblah th...
by Gibby
Fri Mar 13, 2015 6:48 am
Forum: Blogs
Topic: Gibby's Garage #1: Anatomy of a gametype Vol.3
Replies: 3
Views: 2178
As always a real pleasure to read Gibby's blogs and resources :D
Thanks! Can't wait to share this with you all...
by Gibby
Fri Mar 13, 2015 6:21 am
Forum: Blogs
Topic: Gibby's Garage #2: Anatomy of a GameType Vol. 4
Replies: 0
Views: 1776
While in the midst of getting source code ready for upload to GIT, I mentioned to Jeff Raab that I had a spaceVehicle demo that used some of the TGEA assets, and per his request, here's a brief video of it. I'll need to find different assets for this level of course, but gives you an idea of the fun...
by Gibby
Fri Mar 13, 2015 4:32 am
Forum: Assets
Topic: Fully Animated First Person Shotgun
Replies: 27
Views: 13826
@Jason Campbell: Thanks for this! Mind if I include it in my upcoming resource? Every pilot needs a shotgun ;) Would you care to share how you used the Lurker anims? I thought to do the same as you've done here by adding my weapons to the existing anims, given that I'm still learning MAX and am not ...
by Gibby
Fri Mar 13, 2015 1:32 am
Forum: Announcements
Topic: Torque 3D 3.6.3 released
Replies: 12
Views: 8806
@Gibby it'd be awesome if a couple of you hardy souls could maybe document the process of getting up and running with T3D on a mac, so that we can get more people on board and working on first-class support! Maybe a wiki page?
Let me get this vehicle resource up onto GIT and then I'll go for it...
by Gibby
Thu Mar 12, 2015 8:01 am
Forum: General
Topic: State of the GG forum.
Replies: 29
Views: 11935
while I'm a DIY guy, and an old school torquer, might I remind you all that:

Code: Select all

0 * 0.05 = 0;
At the end of the day, if your open source game doesn't ever get released because you've spent all your time and resources on engine tech, the MIT license has become a moot point...
by Gibby
Wed Mar 11, 2015 4:13 am
Forum: Announcements
Topic: Torque 3D 3.6.3 released
Replies: 12
Views: 8806
@Dwarf King: So I am about to move my project over to this version so have anyone tried to implement the AFX with UAIK in this version so far? I've had both working as recently as 3.6.2 - Jeff Faust is open-sourcing AFX and is close to done updating to 3.6+... @elfprince13: Great to see you here! As...
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Search found 72 matches Page 4 of 8