Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Help Pls, Unable to find named animation sequence 'root Yes, it is normal. [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=73223]Controlli... read more 07/14/2008 (3:43 am)
Viewing direction [code]MatrixF camTransform = conn->getCameraObject()->getRenderTransform(); VectorF camForwardVecto... read more 07/02/2008 (10:48 am)
Additional water shader texture Use the NVIDIA's Ocean shader. They use a simple bumpmap.... read more 06/28/2008 (11:50 am)
Changes to the move manager in TGEA 1.7.0 Yes, the move management is changed and splitted. Look at T3D/moveList.cpp yaw/pitch/roll are con... read more 06/15/2008 (3:10 am)
SetActionThread vs playThread [url]Http://www.garagegames.com/mg/forums/result.thread.php?qt=73223[/url]... read more 06/15/2008 (2:52 am)
Quaternion and Rotation Animation The Item class has already a rotation function. It is a good idea to check it out.... read more 06/10/2008 (9:44 pm)
TGEA 1.7] Issue with lighting of static shape (bug?) Oh, the shades, yes, I was looking for black spots.... read more 05/31/2008 (11:41 pm)
TGEA 1.7] Issue with lighting of static shape (bug?) Yes, Joseph, i don't see them , I sought for the dark spots but i can't find them , huh . I can't f... read more 05/31/2008 (12:09 pm)
TGEA 1.7] Issue with lighting of static shape (bug?) [image]http://img102.imageshack.us/img102/7150/examplelx1.jpg[/image] I don't see any problems , m... read more 05/30/2008 (11:21 am)
TGEA 1.7] Issue with lighting of static shape (bug?) Frank, Joseph, i was curious to see if this is a problem really, but when imported it in TGEA 1.0.7 ... read more 05/29/2008 (12:52 pm)
Player collision(bounding) box size? The Playerdata interface: use boundingBox = "xx xx xx";... read more 05/25/2008 (12:30 pm)
Player collision(bounding) box size? The collision(bounding) box is done via extreme points (minimum and maximum). You can get their tra... read more 05/21/2008 (11:52 am)
TGEA Shader Constants Help VC_LIGHT_DIR1 can be used for the sun's direction. And you do not need the world transform for that... read more 05/17/2008 (11:28 am)
TGEA Shader Constants Help You do not need the world transform in shaders.... read more 05/16/2008 (10:47 am)
Biped Crash Bipeds can be exported! You haven't set up properly your scene or the *.cfg You'd better read(watch... read more 05/14/2008 (10:49 am)
Will TGEA, next release offer DirectX 10 renderer? James, geometry shaders isn't a new technology. Have you heard about Hystogram campaction via VS? ... read more 05/13/2008 (11:46 am)
Will TGEA, next release offer DirectX 10 renderer? XGamer, your start point is not dx10. dx10 can be your last point.... read more 05/13/2008 (9:29 am)
Cory's seperate camera tutorial compilation errors The case with TGEA 1.7 is the same. Now the gameconnection is splitted. Hint1 : look at moveList... read more 05/07/2008 (12:01 pm)
OnFire Projectile Vector Adjustment James, the code is good. My start point is the EYE position (as you can see), the end point is the ... read more 05/07/2008 (10:11 am)
OnFire Projectile Vector Adjustment //where in game.cs: // %player = new Player(PLAYER_OBJECT) { // dataBlock = LightMaleHuman... read more 05/07/2008 (7:35 am)
OnFire Projectile Vector Adjustment The Raycast returns an ID, not a position. Use %scanTarg.GetPosition().... read more 05/07/2008 (6:50 am)
Cracks start forming, possible problem with constructor Meyou, i don't know if you model in 3ds max , but Ryan Mounts has made a very powerful script called... read more 05/05/2008 (12:37 pm)
Quick Guide Porting Tips (to TGEA 1.7.0) The INPUT control (GetNextMove) is now part of moveList. The whole GameConnection seems splitted. ... read more 05/04/2008 (8:26 am)
Cubemaps on .DTS models The cubemap itself is not a 2D texture. It is an array of textures. If you have used Conitec engine... read more 05/02/2008 (6:54 am)
PathedInterior Regards Ramen, I really appreciate your work on the moving platforms. I guess your code works great... read more 05/01/2008 (11:21 pm)
PathedInterior I see. I saw the resource is for TGE. I will try to port it to TGEA (i guess when i have enough time... read more 05/01/2008 (12:33 pm)
PathedInterior Ryan, David, thanks for your answers. @Ryan, the two links you gave are the Ramen's code for maki... read more 05/01/2008 (8:48 am)
Rotation of a vector Move to C++ and write a console method in Sceneobject.... read more 04/30/2008 (2:56 am)
Features we need, TGEA has them? 27) - NO Inverse Kinematics .. you mean skeletal systems? Yes, TGE/TGEA supports them. What d... read more 04/30/2008 (2:28 am)
XBLA Creators Club & T360 I got it! Thanks, David :)... read more 04/24/2008 (9:54 am)
XBLA Creators Club & T360 That's more than enough, David. Thanks a lot for the time you took to give us this useful informatio... read more 04/23/2008 (11:30 pm)
XBLA Creators Club & T360 David, actually there aren't many answers about that how difficult and expensive it would be to beco... read more 04/23/2008 (1:02 am)
AIPlayer Jump trigger In updateMove: [code] if (move->trigger[2] && !isMounted() && canJump()) {....}[/code] T... read more 04/15/2008 (10:06 am)
Cory's seperate camera tutorial compilation errors Antonios, these 2 methods already present in the newer SDK. You just add them twice, that is the pr... read more 04/14/2008 (2:14 am)
MatrixF Rotate Player X axis only I have been thinking a lot of that realisation, i alse did a topic in the TGEA forum a few months ag... read more 04/07/2008 (9:55 am)
Characters are not animating Jason, this is strange, you shoudn't have any problem separating to dts/dsq's. You didn't say how yo... read more 04/02/2008 (12:16 pm)
Characters are not animating I think you have problem with the animations. After export try if they work correctly in showtool. I... read more 04/01/2008 (11:29 am)
DSQ Exporter Let's first have a view of the situation: you have a mesh(skin + bones) that exports fine. You have... read more 04/01/2008 (8:39 am)
Export MAX -> DIF David , .... just awesome , great! finally decision of the problem, thank you so much (about Max2Cto... read more 03/31/2008 (10:43 am)
Which Terrain? I see, Thanks ,Tom... read more 03/24/2008 (5:21 am)
Which Terrain? I still haven't worked much with terrains but this thread is quite interesting. As I read everything... read more 03/24/2008 (3:30 am)
Controlling Animations 1. Yes. For example NewPlayer.cpp and NewPlayer.h. Add them in the project. 2. No, use the AIplayer... read more 03/22/2008 (12:32 pm)
Controlling Animations There is a better way for AI: 1. create a copy of the player class 2. create the new class 3. c... read more 03/21/2008 (6:53 am)
Controlling Animations Yes, the engine play the right animation in relation to player's velocity. [code] struct Ac... read more 03/21/2008 (1:08 am)
Controlling Animations Forward = true; .... means that animation plays forwardly. You can inverse the playback using false.... read more 03/20/2008 (9:46 am)
Controlling Animations PlayThread is useless (exectional for texture animation .. IFL) for the player class (and AIplayer t... read more 03/19/2008 (1:28 pm)
A Quick Custom Material question Ron, use the dot3 bump code: in fragment shader: [code]float diffuse_color = lightDirection.z ... read more 03/16/2008 (1:18 pm)
Help TGEA creating a new shader View_direction = Eye_Position - Object_Position. I can draw it on a paper, it is a simple vector ma... read more 03/16/2008 (11:50 am)
Multiple UV sets/channels in a DTS? The effect you want to achieve can be done in another way. I don't understand why you want to export... read more 03/12/2008 (10:25 am)
Multiple UV sets/channels in a DTS? "Multitexturing is the ablility to apply two or more textures (most modern graphics cards can do 8 t... read more 03/12/2008 (8:23 am)