Manoel Neto's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Basic Lightning vs. Advanced Lighting | @Cai: if you can send me a DAE file of one of your buildings I can add collision meshes to it so you... read more | 06/22/2010 (5:33 am) |
| About Unicode and UTF8 | By "copy and paste", you mean using the clipboard to paste directly into the GUI? If so, t... read more | 06/22/2010 (5:32 am) |
| [BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED | Damn, the clipboard is still ANSI. Here's how to fix it: In [b]Engine/source/platformWin32/winInp... read more | 06/21/2010 (11:12 am) |
| Requesting high priority bugs here. | We just found this one today: the TorqueScript ".x", ".y", ".z" and ot... read more | 06/21/2010 (9:29 am) |
| Two sided alpha transparency materials - LOGGED | [quote]I would guess that one solution would be to add a second hair mesh inside the first with the ... read more | 06/21/2010 (9:08 am) |
| Hardware mesh instancing | @Justin: the trees have world-related animation. Explosions will push the trees around it, as exampl... read more | 06/21/2010 (5:08 am) |
| Anti-Aliasing Has No Effect on 3D Objects in T3D - RESOLVED | @Heron: T3D doesn't allow MSAA in the 2nd pass, but one could enable it with some source changes. Bu... read more | 06/20/2010 (7:44 am) |
| Hardware mesh instancing | PhysX works by updating the objects' positions and rotations. So yes, PhysX rigid bodies (not cloth)... read more | 06/19/2010 (8:38 am) |
| [BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED | Open [b]Engine/source/gui/core/guiControl.h[/b] and after this: [code]virtual bool onKeyRepeat(cons... read more | 06/18/2010 (2:59 pm) |
| [BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED | Alright, I went down and implemented WM_CHAR support myself and it required less changes than I thou... read more | 06/18/2010 (2:23 pm) |
| Mising X3DAudio1_6.dll error!? | @Cai: distributing the DirectX dlls into your game directory is against the Microsoft license agreem... read more | 06/18/2010 (5:40 am) |
| procedural modeling | The Terrain (as Matt mentioned), the Sketch tool and MeshRoad are uses of procedural geometry in T3D... read more | 06/17/2010 (9:15 am) |
| Debugging the web plugin | Seems you're falling around the same place I was. So this mean it's likely to be a heap corruption (... read more | 06/16/2010 (10:45 am) |
| Debugging the web plugin | BTW, if you use a debug version of your plugin so you step through it and set up breakpoints (in you... read more | 06/16/2010 (9:33 am) |
| Debugging the web plugin | I really cannot remember what exactly the bug was, sorry. Our game was full of heap corruption probl... read more | 06/16/2010 (9:03 am) |
| Basic Lightning vs. Advanced Lighting | The collision mesh is a special type of LOD. You don't use constructor, you make it exactly in the s... read more | 06/16/2010 (6:14 am) |
| Expose variable to console as read-only | You can do it with object fields, using addProtectedField() instead of addField(). It allows you to ... read more | 06/16/2010 (6:08 am) |
| Any Memory Management Changes in 1.1? | I believe the internal memory manager was deprecated long ago (since TGEA, I think). I think using ... read more | 06/14/2010 (5:49 am) |
| T3D on Mac Mini | TGE uses OpenGL 1.1 (no shaders whatsoever), T3D uses OpenGL 2.0 (I think). T3D will [b]never[/b] ru... read more | 06/13/2010 (6:19 am) |
| Bug with lighting and foot steps | How many lights you have there?... read more | 06/13/2010 (5:49 am) |
| Auto normal mapping in Torque? | It's quire rude to ask for something without even explaining what it is or showing what it looks lik... read more | 06/13/2010 (5:47 am) |
| Turn off lighting, All lighting | You're trying to port TGE/T3D to iPhone? That won't do: the license only covers Windows/Mac/Linux. E... read more | 06/13/2010 (5:36 am) |
| gfxTextureManager idea | Sounds like a bug if you load the same texture using different profiles.... read more | 06/11/2010 (2:20 pm) |
| Basic Lightning vs. Advanced Lighting | @Cai: Characters use bounding boxes, so you shouldn't worry about them. If you used polysoup in TGEA... read more | 06/11/2010 (10:07 am) |
| Exporting UV2 mapping for lightmaps | My vertex AO code only works in BL (since our game doesn't use AL), but this should be enough to get... read more | 06/11/2010 (9:52 am) |
| Exporting UV2 mapping for lightmaps | @Konrad: T3D can display the vertex colors. There's a shaderFeature for them. You enable them by set... read more | 06/11/2010 (4:54 am) |
| Torque 3D Embedded Browser (WebKit) | @Cai: you'll need a NAPI plugin. However I have no idea how do you use browser plugins with this res... read more | 06/10/2010 (5:26 am) |
| Anyone using FMODEx 64? | You cannot use 64-bit DLLs with 32-bit programs (T3D is a 32-bit application). Use the 32-bit one in... read more | 06/09/2010 (2:18 pm) |
| Where is Langc for localization? | @Elvince: the console function I wrote does everything langc.exe did: it creates the LSO file and a ... read more | 06/09/2010 (9:06 am) |
| T3D 1.1 Beta 1 - Occlusion Query Appears to Cause Graphics Corruption on Nvidia systems. | Seems occlusion queries are also used for particle rendering. So the crash is probably caused by ren... read more | 06/09/2010 (6:22 am) |
| Basic Lightning vs. Advanced Lighting | @Cai: T3D calculates physics the same way. But it supports using complex non-convex meshes as collis... read more | 06/09/2010 (6:19 am) |
| Where is Langc for localization? | "My" method isn't actually mine, that's how it came in TGEA. However, having the IDs as gl... read more | 06/08/2010 (3:52 pm) |
| Basic Lightning vs. Advanced Lighting | [quote] Quote:using the include preprocessor directive combines the shader code from these files du... read more | 06/08/2010 (11:09 am) |
| GPU Compatibility Bugs | That message is harmless, it's just the profile system looking for a card-specific profile (which is... read more | 06/08/2010 (10:19 am) |
| Basic Lightning vs. Advanced Lighting | Here's how to nail down what is going slow in your game: With your game running and your mission ... read more | 06/08/2010 (10:11 am) |
| Basic Lightning vs. Advanced Lighting | @Steve: if that's the case, then it's 99% certain that the BL shadows are the culprit here. Now I no... read more | 06/08/2010 (9:55 am) |
| Oil paint sun? | You could also disable the sun flare and use a painted skybox instead (with the sun painted on it). ... read more | 06/08/2010 (6:59 am) |
| Basic Lightning vs. Advanced Lighting | This is the first time I saw BL run slower than AL, and I cannot understand how, since in AL all obj... read more | 06/08/2010 (6:47 am) |
| How to Map Yaw and Pitch in Left Mouse Button | When you make the cursor visible, the input system cannot receive mouse inputs. You can probably use... read more | 06/08/2010 (5:42 am) |
| Where is Langc for localization? | [quote]1/ To update the GUI I just need to set text_id[/quote] Yes, when using localization you use... read more | 06/08/2010 (5:22 am) |
| Manually set offset of scrolling texture | Script-exposed general-purpose serialization is something I do think should be supported and would m... read more | 06/07/2010 (8:02 am) |
| Possible to Animated Mounted Objects ? (non-weapons) | The bones are nodes like any other, so you could easily extend the Player class mounting code to all... read more | 06/07/2010 (5:27 am) |
| All Animations load in to Memory at once with DTS or DAE Collada? | You will have something to worry about when you get to the point of loading 40+ animations into doze... read more | 06/06/2010 (8:46 am) |
| Manually set offset of scrolling texture | Believe me, networking Materials is a *terrible* idea. You can easily end up with thousands of them ... read more | 06/04/2010 (4:30 pm) |
| Manually set offset of scrolling texture | Materials only exist client side. A local server (aka: you're playing on the same EXE that is hostin... read more | 06/04/2010 (3:03 pm) |
| [fix] Adding support to shader 2.0b and 2.0a - LOGGED | I've been also thinking about forcing maximum shader version per-Material. In extremely simple mater... read more | 06/04/2010 (11:21 am) |
| Class and superClass not linking | I think the guys were discussing about the usefulness of the class/superclass flags, and I think the... read more | 06/04/2010 (11:00 am) |
| Patch management on XP, Vista and Win 7 | Torque has no restrictions to access %APPDATA% or %HOMEPATH%, you can use them and there's even C++ ... read more | 06/04/2010 (6:35 am) |
| Question regarding GuiBitmapButtonCtrl | Bitmap buttons use 4 images, one for each button state (normal, hover, depressed and inactive). It's... read more | 06/03/2010 (7:05 am) |
| Exporting UV2 mapping for lightmaps | @Konrad: that's because the feature was added for the new DTS format used only for T3D, or you mean ... read more | 06/02/2010 (3:14 pm) |