Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Rendering problems (Resolved) Fyodor, Richard, it is like you describe it. The framerate is high, but I see that hitching. I do... read more 03/04/2011 (1:28 pm)
Rendering problems (Resolved) by jittering I mean that during game play (let's say you are moving around with the player) at a cer... read more 03/04/2011 (11:52 am)
Can I get a name of an animation that is playing now You can get the number of the current playing animation calling getSequence(), using the action anim... read more 03/01/2011 (11:28 pm)
where is the source code for dts exporter? hey Kevin,you should post a resource on that. I tried to export players several times using collada... read more 03/01/2011 (11:37 am)
About Player in T3D You have to resize the bounding box on the fly. Take a look at how setPose() works. You need to pr... read more 03/01/2011 (11:12 am)
need help applying impulse You have to calculate a reflection vector,take a look at the debris code.... read more 02/27/2011 (1:23 am)
Foot Sounds Not Working? The problem is that the ray cast never returns a valid material for terrains in updateActionThread()... read more 02/22/2011 (12:28 pm)
Foot Sounds Not Working? The Gideon model seems to be equipped with proper triggers (frame 13 and frame 38 for both steps),th... read more 02/22/2011 (11:21 am)
Foot Sounds Not Working? To get this working you need proper animation trigger sets on your model.... read more 02/22/2011 (9:07 am)
Collada and IFL 1.01 IFL works with the dts exporter... read more 02/22/2011 (5:39 am)
player spins in seat when mounted!! help?? It looks like the rotation is related to the input. When the object is mounted,you should ignore th... read more 02/22/2011 (4:44 am)
Moving an object, and containerRayCast hey Andy,the best way to debug rays is to draw lines in space. It also depends on what you hit.For ... read more 02/16/2011 (2:24 am)
Advice required - Players glide until a trigger is activated then animate properly This code works well for the player,but is causing troubles with the AIs: floating AIs,wrong animati... read more 02/15/2011 (11:02 am)
Unable to find function PlayerData::Create Directly call: [code] spawnObject(%spawnClass, %spawnDatablock, "", "", "... read more 02/15/2011 (10:44 am)
T3D 1.1 Beta 3 - Player::setActionThread - LOGGED Dave,you're right.This code breaks the AI animation. http://www.garagegames.com/community/forums/vi... read more 02/15/2011 (8:49 am)
Ghost Object implementation - Need clarification Well, I think this is what happens: When an object is ghosted and it is out of scope,its ghost is d... read more 02/12/2011 (4:33 am)
tank pack ported to beta3, dealing with track anims? no IFLs anymore @deepscratch Your port seems to be incomplete.You don't have the changes in RenderMeshMgr and Ren... read more 02/10/2011 (4:31 am)
T3D 1.1 Beta 3 - Source Code normalization for Datablock ID writeRangedU32() is actually ranged writeInt(),where the transmission bits are log2(range). For exa... read more 02/10/2011 (1:56 am)
CustomMat, Shader, RenderTarget interaction help Shawn,give me an email address.... read more 02/07/2011 (9:14 am)
CustomMat, Shader, RenderTarget interaction help You don't need to define samplerNames. Your code works,you set your target,but it seems that it is ... read more 02/07/2011 (8:54 am)
CustomMat, Shader, RenderTarget interaction help MyMap should be the same as the sampler definition,unless you do your own sampler redefinition in yo... read more 02/07/2011 (8:42 am)
CustomMat, Shader, RenderTarget interaction help Sorry about that,my fault. GFXTextureObject *tObject = (target)? target->getTargetTexture(0):... read more 02/07/2011 (6:55 am)
Exceeded maximum number of datablocks with Forest Editor T3D needs a better resource loading. Almost every one pro engine on the market is using loading wit... read more 02/07/2011 (4:33 am)
T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED @deepscratch In updateAnimation() you could use something like this: if (!isGhost() &&... read more 02/07/2011 (12:48 am)
T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED If you try to pull a node position serverside,it will return the initial position.Animation advances... read more 02/06/2011 (2:24 pm)
T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED Hmm.. this should work. [code] void Player::setPose( Pose pose ) { // Already the set pose,... read more 02/06/2011 (11:06 am)
T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED May be it is not an update. At the bottom of setPose(),try with this one: if(!isGhost()) ... read more 02/06/2011 (10:04 am)
CustomMat, Shader, RenderTarget interaction help MatTextureTargetRef target = MatTextureTarget::findTargetByName( "MyTarget" ); GFXTexture... read more 02/04/2011 (2:03 pm)
CustomMat, Shader, RenderTarget interaction help It seems your target somehow is not valid. The correct syntax is: sampler["MyMap"] = &... read more 02/04/2011 (1:53 pm)
CustomMat, Shader, RenderTarget interaction help Interesting..try to replace $ with # sampler["MyMap"] = "#MyTarget";... read more 02/04/2011 (1:39 pm)
CustomMat, Shader, RenderTarget interaction help I see,I think MatTextureTarget (NamedTexTarget in beta3) can be used for this.... read more 02/04/2011 (1:22 pm)
CustomMat, Shader, RenderTarget interaction help The Gui controls use a bit different way for rendering. For example GuiBitmapCtrl is using drawBitm... read more 02/04/2011 (12:18 pm)
[T3D 1.1 Alpha bug]Custom materials don't work at all I think the problem was when you forget to specify a sampler name,but have a cubemap,the CustomMater... read more 02/01/2011 (12:14 am)
a "culling" type of shader?? Hey deepscratch,the process you're looking for is called "marching". Nvidia use a SPH mar... read more 01/31/2011 (5:00 am)
Simple player spawning Use the Toolbox and create a new project.This will generate a project with a really cleaned code bas... read more 01/30/2011 (1:52 pm)
T3D 1.1 beta 3 - AiPlayer Offset Scale Relative To Own Bounds And Not Space Time Continuum - LOGGED - RESOLVED getEyeTransform() is used as a start location,you guys have a problem with the aim location (box pos... read more 01/30/2011 (8:55 am)
T3D 1.1 Beta 3 - Incorrect shadow transform (+fix) - LOGGED Here is an example how to reproduce this bug: http://www.garagegames.com/community/resources/view... read more 01/28/2011 (2:34 pm)
TDN is still dead!? TDN is not down,it seems it opens with Internet Explorer. I cannot open it via Firefox.... read more 01/28/2011 (2:17 pm)
Advice required - Players glide until a trigger is activated then animate properly Actually this fix is for the AIs,not the player.And it works for me. It seems your problem deals wi... read more 01/27/2011 (6:03 am)
Postprocess To enable DOF call DOFPostEffect.enable() You can shange dof settings using DOFPostEffect.setLerp... read more 01/25/2011 (11:41 am)
Advice required - Players glide until a trigger is activated then animate properly I think I have found the problem. For those who still see floating players above the terrain,try th... read more 01/25/2011 (6:23 am)
Postprocess In console call HDRPostFX.isEnabled(); If you see '0' then you have to call HDRPostFX.enable();... read more 01/25/2011 (4:59 am)
T3D 1.1 Beta 3 - 2 problems with decals rendering Problem 1: It is the decal bias in levelinfo,try to use small values. Problem 2: It is the rend... read more 01/24/2011 (11:08 am)
T3D shaders for GUI elements? Yes,this would be a potential problem. This old resource does not seem difficult to be ported by ... read more 01/21/2011 (2:20 pm)
T3D shaders for GUI elements? You could adapt the PostFX shaders to work in a specified area,using different texture coordinates. ... read more 01/21/2011 (8:47 am)
T3D shaders for GUI elements? You cannot shade 2d images. You can render a 3d model in a GUI and process a shader during the rend... read more 01/20/2011 (8:53 am)
Independent rotation on mounted object If you call setTransform from a script,this will skip the interpolation and rotation will be jerky. ... read more 01/20/2011 (8:40 am)
editing meterial Caused permant crash This happens when you have a missing material field or you have a null material. For example: [cod... read more 01/16/2011 (11:57 am)
T3D 1.1 Beta 3 - Player doesn't reset from set action thread when unmounting - RESOLVED You could eventually use an additional mask, let's say UnmountMask [code] enum MaskBits { Ac... read more 01/15/2011 (5:04 pm)
Sunlight Direction w/TGE 1.5.2 and Cel Shading resource @Gibby lightVector.neg();... read more 01/15/2011 (12:41 pm)