Search found 176 matches

by craigp
Mon Dec 10, 2007 3:45 pm
Forum: Quantus
Topic: Torque
Replies: 13
Views: 922

Radruin wrote:QUOTE (Radruin @ Dec 8 2007, 07:50 AM) Do we need to?
If it turns out you need something that it doesn't have, you can probably find a free mod to do it. That's always easier than programming it yourself.

-Craig
by craigp
Mon Dec 10, 2007 3:44 pm
Forum: Quantus
Topic: Models
Replies: 68
Views: 4537

Cadillac wrote:QUOTE (Cadillac @ Dec 8 2007, 11:55 AM) Hover vehicles.
Just so everyone knows, Torque can animate wheeled vehicles without the need for anyone creating any animations. If you want wheeled vehicles, animations are not a problem.

-Craig
by craigp
Wed Dec 05, 2007 3:24 pm
Forum: Site Feedback
Topic: Helo
Replies: 13
Views: 955

Ramaglor wrote:QUOTE (Ramaglor @ Dec 4 2007, 06:47 PM) Well, there is the work "datamine" is doing....
Right now, YourPersona is doing a similar project, so I'm content to watch. My company's doing pretty good, so I don't have the free time I did a few months ago.

-Craig
by craigp
Fri Nov 30, 2007 8:03 pm
Forum: Quantus
Topic: Coding
Replies: 34
Views: 2407

QUOTE (Radruin @ Nov 30 2007, 11:56 AM) Does Torque have any tutorials on how to network a FPS? I recall reading somewhere that they had a tutorial on how to do it for an MMORPG, but that's not what we want; I think FPS games require faster response time than typical MMORPGs do Torque comes with a ...
by craigp
Thu Nov 29, 2007 3:40 pm
Forum: Quantus
Topic: Gun Models
Replies: 162
Views: 7314

QUOTE (Radruin @ Nov 28 2007, 03:16 PM) I think Data's point is that it's too CPU- or GPU-intensive to be worth it. Really, a sensor equivalent (sort of like a short-duration ballistic-trajectory probe, shot from a gun) might be easier. Perhaps overpowered though. Here are some alternative methods ...
by craigp
Wed Nov 28, 2007 8:36 pm
Forum: Quantus
Topic: Gun Models
Replies: 162
Views: 7314

the_dare wrote:QUOTE (the_dare @ Nov 28 2007, 09:37 AM) not if we do it on the server i dont think it will!
...

I think you're badly mistaken, but if you get to the point where you actually need to worry about it, you're doing great.

-Craig
by craigp
Wed Nov 28, 2007 4:32 pm
Forum: Quantus
Topic: Gun Models
Replies: 162
Views: 7314

QUOTE (the_dare @ Nov 27 2007, 11:35 PM) the flare gun is an original idea and not hard to implement! as you can ask the map what its sky file is called in torque and do the rest from there!! Point light sources are computationally expensive. You think probes slow down a sector? You ain't seen noth...
by craigp
Wed Nov 21, 2007 6:37 pm
Forum: Quantus
Topic: Gun Models
Replies: 162
Views: 7314

QUOTE (Hockfire @ Nov 21 2007, 05:53 AM) Gigacorp Standard ''Heavy'' Machine Gun Vertices: 946 Triangles: 1110 Just so everyone has a frame of reference, each character in WOW maxes out at 2000 polys, which is probably what you want to aim for here as well. You can have 3000-5000 polys - Torque eas...
by craigp
Thu Nov 15, 2007 3:41 pm
Forum: General
Topic: Quantus --PLEASE READ--
Replies: 23
Views: 3357

QUOTE (Andon @ Nov 14 2007, 07:57 PM) Torque can easily do the 'sectors' and 'alephs' - you just have the map set to be a hole and only have land on the sectors, with a scipt to kill anyone that goes out. Alephs would be your teleporter. The thing that I'm worried about is the way that the tech tre...
by craigp
Mon Nov 12, 2007 9:56 pm
Forum: Quantus
Topic: Just a little something I threw together.
Replies: 29
Views: 1741

QUOTE (Cadillac @ Nov 12 2007, 01:39 PM) I had a chat with wyld, and he helped me figure out how to make some of these things, so I might be making some stuff. If you're using Torque, keep in mind that vehicle models should come in several different parts. Separating every vehicle into chassis, sho...