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) |