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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)