Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Bone exported as object too Thanks, Adam, this did the job! :)... read more 03/12/2008 (2:52 am)
Help TGEA creating a new shader Yes, TGEA provides the TBN space. view transform and eye transform is the same. You can use VC_EYE... read more 03/10/2008 (1:44 pm)
Multiple Building Damaged state and Collision Henri, each sceneobject has its enableCollision/disableCollision methods. I think it is very easy t... read more 03/06/2008 (9:12 am)
Player animations determined by weapon (almost works) (help?) Maddermadcat, your axtra animation sequence number MUST appear to the enumerators's numbers in Acti... read more 03/01/2008 (10:16 am)
Save Model & Animation in single DTS or in separate DTS & DSQ? Yes, Nabarro, this is the so called "Dark" version :) Sometimes i use it too for simple shapes like... read more 03/01/2008 (12:10 am)
Save Model & Animation in single DTS or in separate DTS & DSQ? Yeah, i was talking about the difference beatween morph and skeletal animations. Exporting the mesh... read more 02/29/2008 (9:07 am)
Save Model & Animation in single DTS or in separate DTS & DSQ? Refering to the features chart at the dts exporter section in TDN there are more features available ... read more 02/29/2008 (7:10 am)
Save Model & Animation in single DTS or in separate DTS & DSQ? Model+animations in one file (DTS) makes the thing quite big, because for every frame of the animati... read more 02/29/2008 (4:06 am)
Super Mario 64 Camera Look for Tether or Advanced camera resources. [url]http://www.garagegames.com/index.php?sec=mg&mo... read more 02/28/2008 (8:28 am)
Disabling advanced camera's smooth interpolation and transition PathCamera ? You can create path markers attached to different camera modes, when change the render... read more 02/28/2008 (12:15 am)
Ambient Occlusion Shader (bent-normal) OK my friend. Ambient occlusion is a method for ambient modulation, not diffuse. In the shader i... read more 02/28/2008 (12:05 am)
Ambient Occlusion Shader (bent-normal) If you want to do an ambient occlusion in TGEA - it is impossible now. You just can not take ambien... read more 02/27/2008 (12:04 pm)
Ambient Occlusion Shader (bent-normal) Look at the shader, look at its diffuse modulation - it is a simple filter. I can port it for you, ... read more 02/27/2008 (11:50 am)
Ambient Occlusion Shader (bent-normal) I think it's useless to port that shader - it obviosly does a simple gouraud diffuse mapping. You h... read more 02/27/2008 (11:40 am)
Multiple Building Damaged state and Collision SetCollisionTimeout ?... read more 02/26/2008 (9:31 pm)
TGEA and TGE books Yes, the book is good and usefull in TGEA.... read more 02/26/2008 (12:08 pm)
Platforms Players can Ride Version 1.1 Items can be attached to interiors using 'sticky'. Look out in item.cpp how sticky process is creat... read more 02/25/2008 (10:57 pm)
Specular map diffuse shader Replace "datablock" with "new" and it should work.... read more 02/25/2008 (5:53 am)
Platforms Players can Ride Version 1.1 Yes Billy, the second try it crashes, the first otry is a good and stable one, everything is working... read more 02/24/2008 (12:51 pm)
Platforms Players can Ride Version 1.1 Billy my friend, your video tells exactly nothing. I have the platform working like you. I am talki... read more 02/24/2008 (11:29 am)
Platforms Players can Ride Version 1.1 I did the 1.5.2 port to TGEA, same exception occured. By the way i did a research in the code for... read more 02/24/2008 (9:29 am)
Each Shadergen Level Scrolls a Different Direction - broken? It should be a bug, i think. I also think better use the Custommaterial, but it's another decision,... read more 02/22/2008 (9:12 am)
Platforms Players can Ride Version 1.1 The player fell thru anly once with 1.4 revision code, today i'll try the new code. I create the pl... read more 02/21/2008 (11:20 pm)
Platforms Players can Ride Version 1.1 Finally i got it working (found the mistake) with the previous revision - no errors at all. A littl... read more 02/21/2008 (3:19 am)
Platforms Players can Ride Version 1.1 Firts of all i'm not complaining, just explained that it's still useless in TGEA - that's all. This... read more 02/20/2008 (11:11 pm)
Platforms Players can Ride Version 1.1 I got it working in TGEA without the shadow update, but it is a totally useless resource (even neede... read more 02/20/2008 (10:28 am)
View poly count It works, i tested it - my geometry is wired....may be you have a driver option issue somewhere. Ju... read more 02/19/2008 (9:19 pm)
Platforms Players can Ride Version 1.1 Ramen, can you create a quick report only for correcting the transformation matrix for player when t... read more 02/19/2008 (11:45 am)
View poly count GfxD3DDevice.cpp at the bottom of : void GFXD3DDevice::setVideoMode( const GFXVideoMode &mod... read more 02/19/2008 (9:23 am)
Multiple UV sets/channels in a DTS? Multiple UV channels and multi-texturing is the same I know how to create it using Studio Max - use... read more 02/19/2008 (8:58 am)
View poly count A good idea (for wireframe) is to touch the the render device: GFX->SetRenderState( D3DRS_FILLMODE,... read more 02/19/2008 (8:29 am)
Twitching Bot Perspective I think you should create your own player (NEWplayer class for example) class for AI, now you are us... read more 02/17/2008 (9:41 am)
Feature List-Bug List Discussion Do NOT post your bugs here. Morph animations does not play on TGEA (morph is supported only by TGE ).... read more 02/16/2008 (8:22 am)
TGEA: Lighting detection possible? May be a Ray Cast can determine the visiblity of the sun from player itself. There was an example o... read more 02/13/2008 (9:26 am)
TGEA & Shaders Find the directive #ifdef TORQUE_NVPERFHUD and change to #ifndef TORQUE_NVPERFHUD now TGEA supports... read more 02/12/2008 (10:50 am)
Problem with ContainerRayCast() Bank, you yesterday you told me to use firstWord(%found) I changed this check using GetWord(%found... read more 02/12/2008 (5:27 am)
Problem with ContainerRayCast() Yeah,bank, i got the idea. now i am trying to make it work. Thanks for your help.... read more 02/12/2008 (4:29 am)
Problem with ContainerRayCast() I tried calling containerRayCast using commandToSever. The problem is that %found (the result return... read more 02/11/2008 (1:08 pm)
Making Caves with TGEA terrain Hm, TGE(A) hasn't enough features that users want. But its price is very good, which means that goo... read more 02/08/2008 (9:34 am)
Glass shader Use a Custom Material with RayTracing. In fragment shader use refract() with an index of refraction... read more 02/05/2008 (12:00 pm)
FX Composer shader A lot of people here knows how to export shaders, be sure about that. You want to work out everythi... read more 02/05/2008 (11:46 am)
Why Player::pickActionAnimaion changes animation based on speed? Use anim.speed to change that.... read more 02/05/2008 (10:43 am)
Double button press I lost 4 days, but finally i did it. Anyway i expected more help from the advanced coders.... read more 02/03/2008 (10:14 am)
Double button press OK, guys i am at the finish line with C++, the code is working the only thing is how to "bring" th... read more 02/02/2008 (12:59 pm)
Double button press I told you guys, i am not interested how to move the player to make it look like he is jumping once ... read more 01/31/2008 (12:54 am)
Double button press This deals with physics. I want to create Djump with button press, release and press again. I tr... read more 01/30/2008 (12:57 pm)
Exporting player.max Robert, actually there is no clear information here at GG (TDN and all tutorials at all) how to expo... read more 01/30/2008 (4:37 am)
Conform player's bounding box to ground The better idea: i can get rotation change using 'delta' - it is a present information in network... read more 01/29/2008 (5:56 am)
Help: quick material setup script... @ %name @ %DFext @ ";" @ ????? name and DFext(diffuse name) are the same thing... read more 01/28/2008 (10:21 am)
Max 9 exporter crashes when exporting characters The "Pro"(from Dark industries) exporters work fine for simple objects , but for character export yo... read more 01/28/2008 (4:57 am)