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) |