Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| A new texture artists forum | Very nice, Hans. Thanks a lot!... read more | 01/27/2008 (1:21 pm) |
| Startup time variances in DirectX | TGEA is not muti-thread dependent, so in fact 4 cores (each 9*266 Mhz = 2394) CPU is not faster. Yo... read more | 01/27/2008 (5:46 am) |
| Conform player's bounding box to ground | I found a way: in fact position is affected in SceneObject, but correcting the whole class it sho... read more | 01/25/2008 (9:56 am) |
| Conform player's bounding box to ground | This resource is working in TGEA also, i already tried that corrections. But that anly rotate corre... read more | 01/24/2008 (11:35 pm) |
| 75 for anyone who can fix this | Bobby, creating the shadow matrix (that projects the model down to the terrain) via a GPU is a very ... read more | 01/22/2008 (7:48 am) |
| Tree help | It is not easy to create that one right now. I think adding support for Fetch4, create Shadow Mappi... read more | 01/21/2008 (8:36 am) |
| Fixing "assertion failed" error without re-weighting | Thanks, Magnus, I tried it and this time everything works :)... read more | 01/19/2008 (10:45 pm) |
| Fixing "assertion failed" error without re-weighting | What does it mean to "bake" them? I am doing this: 1.adjust the envelopes and weights of the bones ... read more | 01/19/2008 (9:45 am) |
| Fixing "assertion failed" error without re-weighting | In fact saving and loading *.env files doesn't work(i think so). After i adjust the weights and save... read more | 01/18/2008 (2:10 pm) |
| White line at the top of translucent materials? | Three years ago i assumed to fix overlay borders with a simple de-interpolation. I was working with ... read more | 01/17/2008 (9:27 am) |
| Health pickup | Itemdata is working quite well for what you need.... read more | 01/17/2008 (8:30 am) |
| White line at the top of translucent materials? | Unfortunatelly i had the same problem once , but i didn't spend time to solve it. In your case, Dave... read more | 01/16/2008 (2:01 am) |
| Trying to Expor obj > 15K tris = crash | The exporter can't handle high polygonal objects. Anyway you've made a record with your 15000 polygo... read more | 01/15/2008 (1:05 pm) |
| Trying to render a line | I think this should work (i've not tested it) GFX->drawLine(x1,y1,x2,y2,color);... read more | 01/13/2008 (1:31 pm) |
| Trying to render a line | Point list or just a line ? I think there is missing a render state and buffer to render the primit... read more | 01/13/2008 (9:54 am) |
| Exporting problem in 3dsmax9 | For me to get everything working i put all bones except "Bip01" in AlwaysExport list and Bip01 to Ne... read more | 01/12/2008 (12:19 am) |
| Exporting problem in 3dsmax9 | Freeze, i've heard several times that the bodymesh must be EDITABLEMESH , not EDITABLEPOLY.Anyway i'... read more | 01/11/2008 (7:50 am) |
| Are Decals on DTS possible in TGEA? | Try this one: stages[0].tex[GFXShaderFeatureData::BaseTex]... read more | 01/11/2008 (7:37 am) |
| Animation Export Help | No, Brian , you didn't got the idea. The names of the sequences must be these you are talking about... read more | 01/10/2008 (11:09 am) |
| Are Decals on DTS possible in TGEA? | Material new_mat; new_mat.baseTexFilename[your_stage .. 0 is first]; or GFX->GetRenderTargetData... read more | 01/10/2008 (3:56 am) |
| Animation Export Help | [url]http://torque.smdlabs.com/3dsmaxAnimationSetup.htm[/url] - use this to answer your questions. ... read more | 01/09/2008 (10:11 am) |
| Material Questions | About the texel render: Samplers are transparent handlers of textures. They are used for texture ... read more | 01/09/2008 (7:59 am) |
| Biped vs Custom Rigging | It doesn't matter what bone system you use. Biped just gives you already properly linked bone system... read more | 01/09/2008 (7:11 am) |
| Material creation question | In dx9 shader is passed with D3DXAssembleShader (part of d3dx9.lib) and gets back a binary represent... read more | 01/08/2008 (9:24 am) |
| Exporting problem in 3dsmax9 | Max2dtsExporter.dle works! you make something wrong in your project.... read more | 01/08/2008 (8:37 am) |
| Render Player.... | You can make the player invisible using startfade() in TGEA .... and voala... read more | 01/07/2008 (8:07 am) |
| Texture/Material layers in TGEA? | You asked : "Could someone please give me an example on how to do a material that actually uses the ... read more | 01/06/2008 (10:27 am) |
| Texture/Material layers in TGEA? | TGEA does not support vertex paint, it has nothing common with a shader. You need to change the sdk... read more | 01/06/2008 (5:05 am) |
| Exporting problem in 3dsmax9 | The character export process is little complex if you do it for the first time. There are several th... read more | 01/05/2008 (12:55 pm) |
| Exporting problem in 3dsmax9 | Don't use max3dtsExporterPlus.dle .it doesn't work for complex stuff like characters...... read more | 01/04/2008 (12:51 pm) |
| Collision detection with ground/dif? | Use a contact Normal i think there was a timer (contactTimer), that counts ticks when you're over t... read more | 01/04/2008 (11:57 am) |
| Shapebase Material Swap Resource Help | Void ShapeBase::setSkinName(const char* name) Kirk, ?!?... read more | 01/03/2008 (1:28 pm) |
| Shapebase Material Swap Resource Help | I know that, that's why i've added a request (an addmaterialmapping update) for 1.0.4.... read more | 01/03/2008 (6:50 am) |
| Shapebase Material Swap Resource Help | To change the material you need to exchange the render targets of the new/old material. I think t... read more | 01/02/2008 (12:56 pm) |
| TGEA concerns | Hm, you haven't got the idea yet. TGEA and TGE are almost the same thing. In TGEA you have ability t... read more | 01/02/2008 (12:45 pm) |
| Texture/Material layers in TGEA? | I think moving from FFP is a great deal, it is more versatile, believe me. Instead of COLOROP, CO... read more | 01/02/2008 (12:34 pm) |
| Texture/Material layers in TGEA? | Marc, i am "not sure" that modern GPUs can access(sample) more than 8 textures (t0-t7 registers). I... read more | 01/01/2008 (7:57 am) |
| TGEA update when? | Specifically I'd like to have the following bugs fixed: - LOD bug where close up objects disappea... read more | 12/31/2007 (7:18 am) |
| TGEA concerns | Sean told you almost everything i was going to tell you, Kevin. In fact some things that work in TGE... read more | 12/29/2007 (5:22 am) |
| Realtime bone manipulations-Example request | This can be done via blend animation. The "look" animation of the SpaceOrk in TGEA uses this kind of... read more | 12/28/2007 (11:25 am) |
| TGEA concerns | I recommend you to directly buy TGEA and start your game development on it. Anyway you won't spend ... read more | 12/27/2007 (7:57 am) |
| Need help with Max 9 exporter | I haven't said anything about your english, eb. My english is bad :) , it's not my mother tongue. i... read more | 12/23/2007 (9:39 am) |
| Heat Distortion Shader | Nvidia has a heat distortion shader for Composer, but you need to translate the shader.... read more | 12/21/2007 (9:10 am) |
| Need help with Max 9 exporter | Eb, i can't believe you do successfully export skeletal animation using the Dark exporter in 3ds max... read more | 12/21/2007 (8:20 am) |
| IFL Animations Not Working In-Game | TGEA uses the alpha pipe for transparency (material/custommaterial).... read more | 12/21/2007 (2:14 am) |
| Tough TGEA shader question... I need an expert | Vertex shader input semantics: typedef struct D3DVERTEXELEMENT9 { WORD Stream; WORD Off... read more | 12/14/2007 (2:46 pm) |
| Is the point light specular error? | Then use to modify outLightVec to point the omni's direction (disable sun's specular and use it for ... read more | 12/14/2007 (10:22 am) |
| IFL Animations Not Working In-Game | IFL is correctly working in TGEA. There is nothing common with material. The IFL animations in TGEA ... read more | 12/14/2007 (10:06 am) |
| Multiple materials and UV's to a single DTS? | You also can use multisub access in single shader texel_render.rgb = tex2D( Map1, IN.Texcoord1 ) ... read more | 12/12/2007 (10:42 am) |
| Constantly scaling material in Shadergen? Is it possible? | Use in fragment shader: Out.col = tex2D(diffuseMap, In.texCoord * Scale); For animation use FO... read more | 12/12/2007 (10:28 am) |