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Manoel Neto's Forum Posts

Thread Post Date Posted
Dedicated server xmits packets at any range You need to play with the camera-based scope system. Basically, the ghosting system supports removin... read more 06/02/2010 (9:25 am)
folder in zip file - Why this function has been removed? or moved? @S2P: That's a very nice product, and quite a deal too.... read more 06/02/2010 (7:04 am)
Exporting UV2 mapping for lightmaps No problems :) BTW, Collada are much better to work when you have tons of nodes (mounts, hubs, et... read more 06/01/2010 (2:02 pm)
Strange behaviour of PSSM shadows drawcalls & polycount Simple: the shadows don't draw the entire scene. Each PSSM split calculates a bounding box around th... read more 06/01/2010 (2:01 pm)
How do I turn on and off submeshes on a character? The function you're looking for is setMeshHidden(): [code] %somePlayer.setMeshHidden("pants... read more 06/01/2010 (11:51 am)
T3D Beta 1 Bug: New Project gets absolute path for VS .proj files Re-generate the projects using the .bat file. This makes the paths relative.... read more 06/01/2010 (11:24 am)
[Bug 1.1Beta] DAE file loads with bad normals - LOGGED Here: [url]http://www.torquepowered.com/community/forums/viewthread/115775[/url]... read more 06/01/2010 (11:03 am)
Exporting UV2 mapping for lightmaps The DTS exporters don't support 2nd UV channel, nor vertex colors. You must use Collada. If you h... read more 06/01/2010 (6:41 am)
Handling more than one mission in a server You cannot run two completely independent missions in the same process, at least not without doing m... read more 05/31/2010 (6:24 am)
Where is Langc for localization? CompileLanguage() does exactly what langc.exe did: it takes a text file and compiles a LSO which can... read more 05/30/2010 (8:59 am)
Where is Langc for localization? Alright, I gave it a look. The language support is a tad different in T3D, but it's hooked into the ... read more 05/30/2010 (8:55 am)
Why WAS Torque3D documentation so poor? New TDN? Right on time, I've been thinking about writing some articles on T3D's rendering and networ... read more 05/30/2010 (5:26 am)
Where is Langc for localization? In our last TGEA 1.7.1 project we had multiple languages working. I'm not sure if we had to do a few... read more 05/29/2010 (6:20 am)
T3d 1.1 beta 2 (and 1) Dx5_NM == No SpecMap [w/FIX] - RESOLVED It helps a lot my current pay job is developing a big game using T3D ;)... read more 05/28/2010 (10:26 am)
Next T3D 1.1 release? [quote]So, what are you doing actually to make T3D for Mac on par with T3D on Windows ? What do you ... read more 05/28/2010 (9:06 am)
T3d 1.1 beta 2 (and 1) Dx5_NM == No SpecMap [w/FIX] - RESOLVED I was dealing with this yesterday. No specular on DXT5 normal maps, which are crucial for our game. ... read more 05/28/2010 (8:54 am)
2 Suggestions T3D supports international character display. Torsion does not, and that's the problem. I'm pretty s... read more 05/28/2010 (6:18 am)
[BUG] Seams in normal-mapped DAE models (again) [w/ fix] - LOGGED @Chris: you're right, there's no reason to test the indices at all. I'll update the code. BTW, ge... read more 05/28/2010 (6:02 am)
Port Forwarding and UPNP This is on my todo list for the project I'm working on. However, it shouldn't be too hard since ther... read more 05/28/2010 (5:49 am)
Possibly nasty bug in TSShapeConstructor::addSequence() - LOGGED @Joseph: the problem isn't ADD_TO_CHANGE_SET(). It's the line right above it: [code] if (object-... read more 05/27/2010 (1:33 pm)
Requesting high priority bugs here. I created a [url=http://www.torquepowered.com/community/forums/viewthread/115775]thread[/url] yester... read more 05/27/2010 (8:56 am)
Render question: setting specific RenderStates for all 3d objects drawn You are not supposed to set render states directly. Use a state GFXStateBlock instead. The state blo... read more 05/27/2010 (8:49 am)
Reducing Mission Load Time There is one instance where the models are loaded without being used in the mission: datablocks. ... read more 05/27/2010 (8:47 am)
[BUG] Seams in normal-mapped DAE models (again) [w/ fix] - LOGGED False alarm. For some reason the materials were getting confused while switching between PNG and DXT... read more 05/27/2010 (8:39 am)
Matching Diffuse Texel Density Between Terrain Blocks The terrain pre-blends the diffuse layers into a large single texture that is stretched over all the... read more 05/26/2010 (10:29 am)
Reducing Mission Load Time No, T3D doesn't load all possible assets when you load a mission. Only the assets used in the curren... read more 05/26/2010 (9:03 am)
Next T3D 1.1 release? This reminds me a lot of the Too Human incident. And that was UDK.... read more 05/26/2010 (8:56 am)
Anaglyph 3D post effect I can't think of a simple (aka: not incredibly shader intensive) way of doing it, and google is fail... read more 05/25/2010 (5:17 am)
Anaglyph 3D post effect It looks anaglyph alright, but is it really 3D? The offsets on objects close to the camera look the ... read more 05/24/2010 (5:55 am)
Hardware mesh instancing @Justin: of course it is possible... if you write code and shaders similar to what the trees use. ... read more 05/24/2010 (5:51 am)
AIplayer, SetPose, UpdateMove and MoveManager? Simple: make the AIPlayer press the "buttons" which activate the poses. This is the code t... read more 05/24/2010 (5:41 am)
Constructing level items for T3D? I remember reading a paper somewhere about the automatic portal system used by the canned Outcast 2 ... read more 05/22/2010 (7:36 am)
Control Player while camera is in Orbit mode Your code looks fine. I tested it here on vanilla 1.1b and the same happens. The camera is being set... read more 05/22/2010 (7:28 am)
Collada animation import - LOGGED @Tod: not everything is roses in the OpenCollada camp. It is completely unable of exporting vertex c... read more 05/20/2010 (1:23 pm)
Angle of the ground where a RayCast intersects The dot is the consine of the angle, not the angle.... read more 05/20/2010 (12:15 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED In the PersistenceManager, this is the offender: [code] struct DirtyObject { SimObjectPtr<... read more 05/19/2010 (12:33 pm)
Porting! First you'll need to be an authorized X360/PS3/Wii developer, then you contact licensing and acquire... read more 05/19/2010 (6:23 am)
Increasing TorqueScript speed by reducing overhead Resource Before optimizing anything, do some profiling to determine where our bottlenecks are: [code] pro... read more 05/19/2010 (6:09 am)
Pre-loading textures into VRAM? The entire scene is budgeted to fit into the VRAM of our target spec without need of paging out anyt... read more 05/18/2010 (10:18 am)
Increasing TorqueScript speed by reducing overhead Resource Maybe. TORQUE_DISABLE_MEMORY_MANAGER has always been the default in T3D, since nowadays it's almost ... read more 05/18/2010 (5:31 am)
Collada animation import - LOGGED I don't know about the Blender exporter, but in Maya I had problems when the animations were not exp... read more 05/17/2010 (1:55 pm)
Drawing wires or cables Yes. There's a sample class called RenderShapeExample, which is meant how to do a simple object that... read more 05/17/2010 (10:53 am)
Scripting Clarification: getFieldValue(field) -- vs -- if(field=#) I think accessing a field is cheaper than calling a function (in script). Use getFieldValue() only i... read more 05/17/2010 (5:44 am)
Drawing wires or cables I'd write a custom object class that takes a skinned cable model (TSShapeInstance) and manipulates i... read more 05/17/2010 (5:39 am)
Hardware mesh instancing @Justin: hardware instancing skinned meshes is only applicable when using vertex shader skinning. T3... read more 05/14/2010 (3:01 pm)
How to return string array to TorqueScript from C++ TorqueScript "arrays" are just an alternative way to build dynamic variable names. [co... read more 05/14/2010 (1:26 pm)
Post-Processing Matrices and Floats Binary users should get more power (and documentations) with future versions. The TP guys are cookin... read more 05/14/2010 (11:14 am)
Script file update/online compilation Be careful if you're creating objects in the body your scripts (aka: not inside functions). T3D does... read more 05/14/2010 (11:12 am)
Converting Maya rotation values to Torque rotation values. The editor uses axis-angle rotations. Here's an article on how to calculate them from euler angles: ... read more 05/12/2010 (1:32 pm)
Defered rendering? I wouldn't worry about memory consumption: even if all your characters are identical, each instance ... read more 05/11/2010 (5:26 am)