Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| RESOLVED Fix/Alter Falling Damage Request | I remember that I fixed this for myself: [url]http://www.torquepowered.com/community/forums/viewthr... read more | 01/15/2010 (1:21 pm) |
| why setActionThread animation is randomly show play animation? | I think forceset is not exposed in script methods. I can assure you it works in c++.... read more | 01/14/2010 (12:02 pm) |
| Exporting visibility or scale | @eb just to avoid any misunderstandings by morph I mean animation for transform, rotation and sc... read more | 01/14/2010 (11:40 am) |
| why setActionThread animation is randomly show play animation? | It is not a good idea to play your magic sequence with setActionthread(),because the action thread c... read more | 01/14/2010 (11:12 am) |
| Exporting visibility or scale | eb, may be you haven't given it a try yet, but several weeks ago I discovered that morph animations ... read more | 01/14/2010 (6:33 am) |
| Exporting visibility or scale | hi, I would do the muzzle flash this way: You know the state machine supports weapon animations. D... read more | 01/13/2010 (12:20 pm) |
| Turn off Physics | It will be good if you have a good example to explain what exactly you are attempting to do. If i u... read more | 01/04/2010 (3:45 pm) |
| Turn off Physics | What do you mean "to toggle physics" ? To lock a item in the space ? All object's physic... read more | 01/04/2010 (2:44 pm) |
| Mount sound to a moving object | I think the right way is to pull your car's render transform and call (each frame) setTransform() of... read more | 01/04/2010 (8:45 am) |
| Crash onclient in BitStream when starting a new mission in a multiplayer game | Yes,i recommend TORQUE_DEBUG_NET as well (as Pat Wilson said). By the way it is not necessarily to ... read more | 01/02/2010 (4:48 pm) |
| [T3D 1.1 Alpha bug]Custom materials - shadow broken | Tom,do you have progress with the shadow ? I'll appreciate if you give some advice where i should l... read more | 01/01/2010 (10:31 am) |
| Custom Material Shader Uniforms | ShaderGen has more uniforms.The Light position is 'inLightPos'. Of course it is not available in cu... read more | 12/30/2009 (5:03 am) |
| [T3D 1.1 Alpha bug]Custom materials - shadow broken | I get a material dump. If i put a comment in shadowMatHook.cpp ,shadowMat actually finds and pulls ... read more | 12/29/2009 (5:18 pm) |
| pathCamera bug | Currently there is a solution to this - vPath in Verve -> $130 Yes,the stock T3D paths are not v... read more | 12/29/2009 (1:27 pm) |
| what is mContactTimer and sContactTickTime ? | mContactTimer is a timer that count ticks when the player does not have a contact with the ground (j... read more | 12/29/2009 (10:12 am) |
| [T3D 1.1 Alpha bug]Custom materials - shadow broken | hi Tom, i create my own lightning model - ambient,diffuse,specular and reflection. depth and norma... read more | 12/29/2009 (9:51 am) |
| [T3D 1.1 Alpha bug]Custom materials - shadow broken | Someone ?... read more | 12/29/2009 (8:35 am) |
| What's the difference between gamecore.cs and spawn.cs player spawning | If i remember correctly, in old versions (TSE,TGEA) we had game.cs Now game.cs is splitted in two f... read more | 12/29/2009 (8:33 am) |
| Memory Leak - Grenade Launcher | Rapid fire/explosions generate decals. So when you have 7-8 decals close each other T3D will crash.... read more | 12/27/2009 (9:55 am) |
| Memory Leak - Grenade Launcher | try to remove the decal definitions. there are some bad bugs in decal's rendering.... read more | 12/26/2009 (5:22 pm) |
| Something about "executef" | Sounds like it is called on both server and client. Try this : [code] if((eventBorn == false) &am... read more | 12/25/2009 (12:57 pm) |
| i have setActionThread Error | playthread does not use sequence index, it handles the sequence with findsequence(); Actually thi... read more | 12/21/2009 (1:15 pm) |
| i have setActionThread Error | The problem is around the index of your animation. Check the sequence index in your sequence list. ... read more | 12/21/2009 (11:27 am) |
| Materials questions. | There is a method changeMaterial() in shapeBase,but i have not tested if it works..... read more | 12/19/2009 (5:53 pm) |
| Billboarding not working on animmated objects. | If you can not do it with billboarding,then you can create a new class (that renders mesh - see sour... read more | 12/18/2009 (2:58 pm) |
| Object on Path for T3D | It works, but the current path system in T3D is poor. If you plan to move objects on a complex curv... read more | 12/16/2009 (4:26 pm) |
| Dynamic Cubemapping too dark | This is usefull,i'll have to examine this reflector. But i prefer the old style. I mean to get t... read more | 12/15/2009 (2:52 pm) |
| Dynamic Cubemapping too dark | hi James, i know it is working this way. I want to pass the cubemap through the custom material,ev... read more | 12/15/2009 (2:30 pm) |
| RTS Prototype in empty template... having trouble | I think this script should be executed in onClientEnterGame(). Then you're sure you have a game con... read more | 12/15/2009 (12:56 pm) |
| Dynamic Cubemapping too dark | The option in the material editor is for the static cubemaps. Dynamic cubemaps are handled using th... read more | 12/15/2009 (11:46 am) |
| Dynamic Cubemapping too dark | Sorry for bumping up this old thread,but is there any advance on the dynamic cube maps ? 6 months l... read more | 12/15/2009 (8:29 am) |
| C++ experts, please come in and help (dec 14 09) | hmmm ,(*)( ) specifies a pointer so it should specify a type name called "StringCallback"... read more | 12/14/2009 (4:58 pm) |
| C++ experts, please come in and help (dec 14 09) | it is a type defined function the definition must specify that it is a function pointer... read more | 12/14/2009 (4:32 pm) |
| Multi-pass rendering | up -> anyone ?... read more | 12/12/2009 (4:09 pm) |
| [T3D 1.1 Alpha bug]Custom materials don't work at all | Hi Tom, somehow the cube sampler worked for me. I can not understand what i did,but right now it w... read more | 12/12/2009 (1:21 pm) |
| Planar Reflections | btw are there any plans for getting dynamic cubemaps (and multi-passes) work in 1.1 ?... read more | 12/10/2009 (5:50 am) |
| Slowing down an AI character | I think he is talking about the animation timescale. It's impossible to do is in T3D binary,because... read more | 12/08/2009 (4:10 pm) |
| Wetness | Hi Joshua, working with the eyePos (and eye transform - eyeMat) in the pixel shader is wrong (at th... read more | 12/08/2009 (3:24 pm) |
| [T3D 1.1 Alpha bug]Custom materials don't work at all | up again Cube sampler handlers do work fine in c++ [code]GFX->setCubeTexture( 0, p->cubema... read more | 12/04/2009 (8:34 am) |
| [T3D 1.1 Alpha bug]Custom materials don't work at all | hi Tom, i got some problems again. 1D and 2D samplers do work fine,but CUBE samplers don't sampl... read more | 12/02/2009 (1:49 pm) |
| Find bones! | yes,T3D will call onAdd() automatically,see the callback list.... read more | 12/02/2009 (10:35 am) |
| Find bones! | you just need to provide a bone "node0" and an animation sequence "pickup" for i... read more | 12/02/2009 (8:45 am) |
| Find bones! | sent again... read more | 12/02/2009 (8:40 am) |
| Find bones! | Johnny,did you get the mail ? I'm having problems to send from yahoo to hotmail.... read more | 12/02/2009 (8:36 am) |
| Find bones! | give me your email... read more | 12/02/2009 (8:16 am) |
| [T3D 1.1 Alpha bug]Custom materials don't work at all | Thanks, Tom, i got this working.... read more | 12/01/2009 (2:22 pm) |
| Find bones! | Yes. I can send you my version,but i am not sure if it is usefull. I also had some trouble with bo... read more | 12/01/2009 (11:36 am) |
| [T3D 1.1 Alpha bug]Custom materials don't work at all | Up -> I found user samplers do work in T3D 1.0 There are some non documented changes in T3D 1... read more | 12/01/2009 (11:33 am) |
| Find bones! | I told you do not load the shape this way : [code] const char* dtsfilename = "Hallsection.dae... read more | 12/01/2009 (11:15 am) |
| Find bones! | It seems you create your shape on server only,that's why you can not see it,but you can get its tran... read more | 11/30/2009 (12:01 pm) |