Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| T3D (1.1b) eating shader constants [fix] and worldToObj bug [also fix] - RESOLVED | Great catch, Manoel! A few week ago I was working with the world inverse matrix ,I saw something wa... read more | 02/26/2010 (9:39 am) |
| Attach a character to the mouse | Sounds like you need setMoveDestination for the player.... read more | 02/26/2010 (9:23 am) |
| Anaglyph 3D post effect | By the way motion blur can be created using the scene depth + PrevScreenToWorld/ScreenToWorld - GPU ... read more | 02/26/2010 (9:19 am) |
| Anaglyph 3D post effect | Copy this to game->core->scripts->client->postFx.cs [code] singleton ShaderData( PFX_A... read more | 02/26/2010 (3:59 am) |
| startFade not working - LOGGED | Steve,this is an old fix and I thought it will work. I have not tested it in the current beta.... read more | 02/24/2010 (12:29 pm) |
| startFade not working - LOGGED | Rex,see this thread: [url]http://www.torquepowered.com/community/forums/viewthread/105059[/url]... read more | 02/24/2010 (11:13 am) |
| DEXSOFT-GAMES: Royal Female Warrior | Very very good!... read more | 02/23/2010 (1:37 pm) |
| Changes in Glow Effect | renderTranslucentMgr.cpp At the bottom of: [code] RenderBinManager::AddInstResult RenderTranslu... read more | 02/22/2010 (6:35 am) |
| Help with the A* Pathfinding system | This is the debug draw,you can delete it for now.... read more | 02/20/2010 (12:29 pm) |
| Help with the A* Pathfinding system | See the error log (for example error 12),wrong path in aiPlayer.cpp Do you replace aiPlayer files o... read more | 02/20/2010 (12:11 pm) |
| help: colision mask & Mask type how it's works? | Projectiles do not collide with all objects. For example they do not collide with items. Ok ,may b... read more | 02/20/2010 (9:47 am) |
| Help with the A* Pathfinding system | moveManager is located at T3D - gameBase Most of your bugs are related to wrong paths. I remember ... read more | 02/20/2010 (9:39 am) |
| Problem with billboard or Imposter | Billboards work. You can be sure for that. By the way I haven't heard of a tool in T3D for making bi... read more | 02/18/2010 (5:12 pm) |
| HiFi and std gameProcessLists | They both derive from ClientProcessList / ServerProcessList,so your place is StdClientProcessList::a... read more | 02/16/2010 (5:34 am) |
| Scaling player oncollision. | You have to provide a scale animation. You can scale the collision box also. But you need to buy T... read more | 02/13/2010 (7:29 am) |
| Console in 1.1 Beta | Console opens for me,but when I hit F11 terrain material goes wrong. Also all materials in the scen... read more | 02/11/2010 (7:36 am) |
| Any news on Beta 1.1? | A little information about the new features will be very valuable,because I plan to port my project ... read more | 02/10/2010 (8:40 am) |
| setting up a scene in Torque 3D | Try to export the whole level into a single COLLADA file or at least split it up into a few pieces i... read more | 02/10/2010 (6:09 am) |
| Is 3d is easier? | 2D is a lot easier. You don't have to worry about poly count, math is very simple. You don't have ... read more | 02/08/2010 (10:31 am) |
| Render Manager & transparency | Pre-pass is a pass that renders objects’ normals and depth to a render target (texture).The te... read more | 02/07/2010 (4:57 pm) |
| Help to get worldViewOnly in Vertex Shader | There is no easy solution to this. It sounds like the application passes specific texture coordinat... read more | 02/07/2010 (4:36 pm) |
| Render Manager & transparency | You always have a pre-pass,it happens automatically for AL.... read more | 02/07/2010 (3:48 pm) |
| [resolved] Terrain Not Casting Shadows in 1.1A (stock) | Hi Bobby, shadows over terrain are working,but terrain does not cast shadows to other meshes. For ... read more | 02/05/2010 (3:30 pm) |
| T3D 1.0.1 / 1.1a LODs not working | May be this will help you. Same like Steve I don't have problems with LODs but in my project I reali... read more | 02/05/2010 (6:12 am) |
| [T3D 1.0] Decals Limit Amount | Here is the fix: [url]http://www.torquepowered.com/community/forums/viewthread/101069[/url]... read more | 02/03/2010 (1:41 pm) |
| Help to get worldViewOnly in Vertex Shader | It looks like a texcoord trouble. The important thing is to understand,that you render to a screen ... read more | 02/02/2010 (4:24 pm) |
| Applying Shader effects to DTS materials | Let me say a few words about fur and other complex effects. First off buying the shader pack won'... read more | 02/01/2010 (11:35 am) |
| How can I make a trasparent texture that cast shadows? (T3D) | why don't you tonemap your interiors and turn off shadows at all? Have you heard of Purelight? Not s... read more | 01/30/2010 (5:38 pm) |
| Retrieving Mouse Coordinates | You can pull the mouse coords from guiCanvas or GameTSCtrl - I think the are several resources for o... read more | 01/30/2010 (1:05 pm) |
| Help to get worldViewOnly in Vertex Shader | Ere you sure about worldViewOnly ? worldViewOnly is object to view, I think you need object to worl... read more | 01/29/2010 (12:02 pm) |
| Joystick and camera getting stuck? | I'm fairly sure the problem lies in movelist - movemanager. The input data is clamped to integer,th... read more | 01/28/2010 (2:13 pm) |
| Applying Shader effects to DTS materials | correct!... read more | 01/28/2010 (12:24 pm) |
| Applying Shader effects to DTS materials | Nmuta, There are many ways to code materials. You can do this directly in T3D source code or in e... read more | 01/28/2010 (12:20 pm) |
| FPS Question... | As Tom said ... the problems is the draw calls. In RenderMeshMgr::render() you will see a call newP... read more | 01/28/2010 (7:01 am) |
| Let's Talk Triggers! | player.cpp , updateActionThread() is the place.... read more | 01/24/2010 (4:12 pm) |
| Stealth aka distorsion Post FX - Need Help | You should render on top of everything,because you will have trouble with translucent objects.... sh... read more | 01/24/2010 (2:12 pm) |
| Stealth aka distorsion Post FX - Need Help | Go to addElement() in your bin. There you will see how filtering is applied. There you see the Add... read more | 01/24/2010 (9:10 am) |
| Stealth aka distorsion Post FX - Need Help | Only a selection will not do the job. I believe you're using a selection to render the player and t... read more | 01/24/2010 (6:54 am) |
| How to load AdamPack in Maya 2010? | 3ds files can be converted into DAE after you import them into your modelling application and then e... read more | 01/23/2010 (5:07 pm) |
| Export Animations from Maya to T3D | hey guys, the only available way to export animated mesh without using a dts exporter is to export ... read more | 01/23/2010 (3:10 pm) |
| How to load AdamPack in Maya 2010? | Have you given it a try with COLLADA?... read more | 01/23/2010 (3:01 pm) |
| Let's Talk Triggers! | Animation triggers are set in your modelling application. Data is passed to your shape instance. T... read more | 01/22/2010 (4:55 pm) |
| Particles seem to be causing the game to freeze/blackscreen STILL | Sounds like a driver related issue. I have a scene with thousands of projectiles,particle emitters.... read more | 01/22/2010 (12:57 pm) |
| 8 Directional Movement | Excellent resource, I will try this one. Currently I am using the old 8 way direction resource.... read more | 01/19/2010 (4:03 am) |
| Custom Material multi pass | The pixel shader is wrong - you must output a color. If: [code]texture[0] = "$backBuffer&qu... read more | 01/17/2010 (3:45 pm) |
| Custom Material multi pass | Yes,the name must correspond: [code]sampler["diffusemap"] = "your_map";[/code] ... read more | 01/17/2010 (6:46 am) |
| Custom Material multi pass | Custom material will not combine your passes. Both samplerNames[N] and sampler[""] are va... read more | 01/16/2010 (2:39 pm) |
| Custom Material multi pass | pass[N] functionality is removed in T3D. texture[N] is valid for postFx only. custom materials now... read more | 01/16/2010 (9:04 am) |
| getting Terrain Material Name | Hmmm.. May be you should cast to TerrainMaterial .. try also getInternalName()... read more | 01/15/2010 (4:32 pm) |
| getting Terrain Material Name | Notice in Player::updateActionThread() how the ray cast hits the terrain and pulls some material inf... read more | 01/15/2010 (1:32 pm) |