Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Material files. Why? It is called [b]custom[/b] shader the reason you need to write it. You can use the procedural shadi... read more 11/22/2008 (8:45 am)
How should I find the %client of a camera ? A simple decision is using the global scope on server side. Then use it in client side scripts.... read more 11/21/2008 (10:19 am)
Black screen? Use the March 2008 SDK.... read more 11/17/2008 (8:21 am)
Shadows Broken in 1.7.1? Jay, the problem is not the dso's. I am determining the shadow problem over a week and finally got ... read more 11/14/2008 (10:45 am)
TGEA 1.7.1 dts texture is black Check your bit depth.... read more 11/11/2008 (12:57 pm)
Screen Space Ambient Occlusion Texels with conversely inclined face normals are not shaded. [url]http://img381.imageshack.us/my.... read more 11/06/2008 (10:53 am)
Kork walk animation? Use the resource of fast running and correct the multiplier. Then play your walk animation in right... read more 11/04/2008 (10:37 am)
Writing to a text file [url]http://tdn.garagegames.com/wiki/TorqueScript_FileObject[/url]... read more 11/04/2008 (8:49 am)
Player Running Animation in Engine Your animation should not have direction. And should not be blend animation. Now do not touch the r... read more 11/03/2008 (9:04 am)
Player Running Animation in Engine Your animation seems overlapped. When skateboarding, your player is in air, so the contact timer ca... read more 11/03/2008 (8:18 am)
Player Running Animation in Engine If you disable the loop, you can play your own way. But i think using the velocity is a good idea o... read more 11/02/2008 (8:23 am)
Player Running Animation in Engine You need to register mGrinding within the input in my example. Do it in updatemove (yes, you need th... read more 11/02/2008 (2:48 am)
Player Running Animation in Engine [code] for (U32 i = 1; i < PlayerData::NumMoveActionAnims; i++) { PlayerData... read more 11/01/2008 (11:39 pm)
You're right, but the shadows are not casted all the way. Obviously there is a problem.... read more 10/26/2008 (10:12 am)
It is not fixed in TGEA 1.7.1... read more 10/25/2008 (11:45 pm)
Advanced camera help You need to add the files in your project: go to Solution Explorer go to engine\T3D - (for ex... read more 10/18/2008 (9:41 pm)
Securing of Materials and Shaders Well, you can pack all material.cs files using Molebox. Use the same shape'dir locations.... read more 10/18/2008 (12:19 pm)
Add aiplayer in tgea %bot = new AIPlayer(Enemy001) {datablock = ........; AIPlayer = true;};... read more 10/18/2008 (11:38 am)
Advanced camera help Game.cs At the end of GameConnection::createPlayer(%this, %spawnPoint)... read more 10/18/2008 (11:26 am)
Securing of Materials and Shaders Shaders can be compiled using Effect Compiler Tool (FXC). [url]http://msdn.microsoft.com/en-us/li... read more 10/18/2008 (11:19 am)
Making a box from a transform You can not create plane equation from a normal vector, you also need a start point of it that lies ... read more 10/16/2008 (1:44 am)
Cubemaps on .DTS models The shader seems OK. I took a look at the custommaterial class and found that setStageData is missi... read more 10/11/2008 (11:12 am)
Cubemaps on .DTS models //here is your datablock datablock ItemData( Mirror ) { category = "ShaderTest"; shapeFile = "~/... read more 10/11/2008 (9:20 am)
Cubemaps on .DTS models Yes,it is working since TSE. May be the problem is the StaticShape class. I found that static obje... read more 10/10/2008 (11:04 am)
Skin Found on Linked Node I think your hierarchy is far from the hierarchy model used to export mesh with bone system. Nodes ... read more 10/07/2008 (1:40 pm)
Prelim Wii Integration All is well explained. Great resource, thanks a lot for sharing. But i have a single question. ... read more 10/05/2008 (10:53 am)
2-sided texture Sorry Steven, i tought you need to flip the diffuse light texel render. I need to move away from th... read more 10/05/2008 (10:24 am)
Multi-pass shader Yes, CustomMaterial class is not all that it seems, but who needs more ? Next gen shading makes the... read more 10/03/2008 (6:06 am)
NextGen Gaming In TGEA Gerhard, job well done. It will be interesting on me to see a working texture fetch water on TGEA.... read more 10/02/2008 (8:03 am)
Delete Materials You mean the material list should be reordered ?... read more 09/25/2008 (9:48 am)
Delete Materials The material class does not have a destructor. It sounds complex, but i believe it is not difficult... read more 09/25/2008 (9:26 am)
Morph animation in TGEA Because of the vertex fill buffer procedure is disabled, that 'pumps' information on rendermesh of s... read more 09/24/2008 (9:09 am)
Platforms Players can Ride Version 1.1 Today i excluded Ramen's code and the error occured again. Turned out that my integration on TGEA 1... read more 09/23/2008 (9:38 am)
Graphic corruption with ATI cards I believe you. Problems on ATI GPUs are well known. I've discussed it 2 years ago with no result. ... read more 09/17/2008 (11:14 am)
Cel shading OutLine question Input semantics is your V registers of the GPU. Your mapto parameter specifies the render target. ... read more 08/30/2008 (11:01 am)
Cel shading OutLine question Why do you mess T0 and T1 registers? Specify your render targets and input semantics for 2nd pass.... read more 08/27/2008 (11:45 am)
Get facing object Raycast the forward vector.... read more 08/23/2008 (12:33 am)
Cel shading OutLine question Look at the bottom of this page: [url]http://www.garagegames.com/docs/tgea/official/content/documen... read more 08/20/2008 (12:16 pm)
Animation Questions Jason, you can make what you need in several ways. If you want to make additional moves to the arms ... read more 08/19/2008 (12:11 pm)
Animation Questions Jason, you are on the right way. Making animations to suit your needs is a hard work. Anyway it's ex... read more 08/18/2008 (11:22 am)
Animation Questions Jason, you are on the right way. Making animations to suit your needs is a hard work. Anyway it's ex... read more 08/18/2008 (11:21 am)
IFLs in Material definitions Looking at the code in material.cpp for IFL detection... ... the code sets a flag and just do nothi... read more 08/16/2008 (11:38 pm)
Changes to model animation after exporting Make sure you don't export any scale animations.... read more 08/14/2008 (4:24 am)
C++ Question Make header files identical by defining a token once the file has been included and checking that th... read more 08/13/2008 (10:40 pm)
Why can't the control object be told to "look up/down"? To rotate the whole player, update it's transform (and render transform). To rotate the head, updat... read more 08/10/2008 (8:02 am)
Packages, Namespaces and special keywords Packages need to be activated/deactivated. Look out for their visibility, use the package after its... read more 08/09/2008 (5:34 am)
Wave Sin Animation not working for me $wave can be used only in combination with $scroll,$rotate and $scale. BTW it is very easy to wri... read more 08/03/2008 (7:33 am)
Advanced Camera Add in game.cs : [code] function GameConnection::onClientEnterGame(%this) { .... // Crea... read more 08/03/2008 (1:55 am)
Player Movement It is very easy to create an AI that fluently follows the player, using containers and setMoveDestin... read more 08/03/2008 (1:47 am)
Blending a reload animation You have to look at the code (updatemove/pickactionanimation). You have an error. setActionThread ... read more 07/23/2008 (11:58 am)