Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Is the point light specular error? The difference between omni and directional light is that they both have color and direction, but om... read more 12/12/2007 (10:11 am)
TGEA and DIF Static Mesh support By "works fine" i mean i import into constructor a *.map file and then export it as DIF. I am not su... read more 12/11/2007 (2:03 pm)
TGEA and DIF Static Mesh support "Export as Legasy TGEA DIF" works fine in TGEA 1.0.3. i've tried it many times.... read more 12/11/2007 (12:16 pm)
New Build of the Dark Industries DTS Exporter... This time does this Dark exporter work with skeletal animations?... read more 12/10/2007 (11:00 am)
Need help with Max 9 exporter Sorry i've missed " 't " after "can". I told you . I have never made it. I hope someone else here to... read more 12/10/2007 (7:33 am)
TGEA Particle Editor Hey, guys, for which particle editor are you talking about? where you download it from?... read more 12/09/2007 (10:32 am)
RenderMonkey or FX Composer? Done.... read more 12/08/2007 (11:50 am)
Glow/Specular Bloom You can use Glow only for the entire stage. But you can 'mask' the Glow effect in C++, then compile... read more 12/08/2007 (11:48 am)
Need help with Max 9 exporter I haven't made a "gun" object so far. Anyway i don't think it will be so difficult after i have succ... read more 12/08/2007 (10:49 am)
RenderMonkey or FX Composer? Give me email where to send it. Shaderworks is freeware, but the its developper is now working in A... read more 12/08/2007 (9:50 am)
RenderMonkey or FX Composer? The question is not RenderMonkey vs FX composer. The question is RenderMonkey vs Shaderworks. They... read more 12/06/2007 (1:34 pm)
Need help with Max 9 exporter This exporter can be used only for simple objects (DTS) and object with animations(exported within t... read more 12/06/2007 (9:38 am)
PlanarReflection crashes TGEA? Dave, use Ray-traycing with custom material. use reflect(reflection vector,ray direction vector) ... read more 12/06/2007 (9:20 am)
Blended animations in max You have no problems [url]http://torque.smdlabs.com/3dsmaxAnimationSetup.htm[/url]... read more 12/05/2007 (9:46 am)
Screen gone black, shaders? Pug, ensure you have "Dinamic Range Lighting" enabled and change this file shaders\lightingSystem\D... read more 12/04/2007 (8:14 am)
Dts/.dif chosen for simple building construction Thanks David... read more 12/04/2007 (7:58 am)
Dts/.dif chosen for simple building construction David, using portals means that i have to make portal brushes for every single entrance of my DIF ... read more 12/01/2007 (6:18 am)
Multiple materials and UV's to a single DTS? Yes, in fact you need a "materials.cs" file in the directory you saved the DTS and its textures. in ... read more 11/30/2007 (1:55 pm)
Multiple materials and UV's to a single DTS? You are trying to do something very common, anyway one day you will find out that procedural shaders... read more 11/30/2007 (12:52 pm)
Need some help to get DIFs woking Thanks, i'll try that.... read more 11/30/2007 (4:31 am)
Need some help to get DIFs woking I found out where the mistake was. it was the format. actually the the DIF files must not be generat... read more 11/30/2007 (2:37 am)
How do YOU get your geometry into difs? By the way .. you started talking about DIFs. Is there any working tool (exporter) for exporting di... read more 11/29/2007 (10:33 am)
VertexPaint and Torque There are a lot of programs like Vertex Painter, Painter3D....., that supports vertex paint. Use on... read more 11/27/2007 (3:34 am)
Dts/.dif chosen for simple building construction Thanks! i will give it a try... read more 11/26/2007 (11:06 pm)
Simple collisions not working Aha , i got it. rename "detail-1" to "detail1", By the way if this doesn't work again, try renamin... read more 11/26/2007 (12:52 pm)
Simple collisions not working I see two mistakes in your schematic organization. 1. rename "mybox" to "mybox1" 2. unlink "Collis... read more 11/26/2007 (11:59 am)
Dts/.dif chosen for simple building construction Homework done! By the way the third link was very useful, despite the first two i've already read.T... read more 11/26/2007 (11:51 am)
Dts/.dif chosen for simple building construction But why exporting the model as *.DTS (from 3ds max for instance) and importing it in constructor and... read more 11/26/2007 (7:03 am)
VertexPaint and Torque There are examples in \legacyTerrain and \Atlas directories in \shaders, even with lerp. http://m... read more 11/26/2007 (5:03 am)
MvTriggerCounts logic Stefan, good stuff exactly what i was looking for. :)... read more 11/25/2007 (11:39 am)
MvTriggerCounts logic Anyway it will be a big research :). I am not talking about the *.cs files. I want to make different... read more 11/25/2007 (10:46 am)
RigidShape class in TGEA All problems FIXED. It looks like renderImage call needs only one parameter, just removed '*image... read more 11/25/2007 (8:53 am)
MvTriggerCounts logic In which files from the SDK are threse keymap stuff declared? By now i think that incrementing "$mv... read more 11/25/2007 (8:13 am)
RigidShape class in TGEA OK,thanks. I used Brian Richardson'resource: http://www.knowhere.net/gg/rigidshapetse.zip There... read more 11/24/2007 (7:41 am)
Blended animations in max Alright, i found out the required information... read more 11/23/2007 (12:08 pm)
VertexPaint and Torque You can use white/black mask and render (using mask) each texel in temporary variable (register rN),... read more 11/23/2007 (9:55 am)
Max2008 exporter? And which exporter do you use in max9 ? max2dtsExporterPro.dle ? ? ? ?... read more 11/21/2007 (11:06 am)
How to use 2 bone hierarchy Santosh , i don't know if it is possible to export the two Bip systems together. Sometimes things ac... read more 11/21/2007 (6:29 am)
Standard names for bones? I don't know what exactly you plan to do with these animations in TGE , but it will be more easier i... read more 11/20/2007 (9:20 am)
Blended animations I finally did the character export successfully and it works in TGEA. For the other max users i thin... read more 11/20/2007 (9:12 am)
How to use 2 bone hierarchy Lol two characters? and how you plan to control these two characters in TGE? it will be a lot of wor... read more 11/20/2007 (9:03 am)
Strange export results...2 meshes in 1 .dts? Max2dtsExporterPro.dle for 3ds max 9 doesn't work. 3ds max 9 chrashes to desktop when trying to expo... read more 11/19/2007 (2:21 pm)
Player position on client/server differs There always is a difference, i noticed it long ago. Just left unexplained. Ask somebody of the e... read more 11/19/2007 (11:08 am)
Light on translucent object... OK, just use alpha channel in custommaterial (called alpha pipe transaction in SM 1.4). For example... read more 11/19/2007 (10:22 am)
How to use 2 bone hierarchy I didn't undestand what two animations you are trying to export into two characters , huh , but anyw... read more 11/19/2007 (9:58 am)
How to protect *hlsl files OK, how to compile HLSL to Asembly and how Torque loads compiled shaders ? I also think packing i... read more 11/19/2007 (7:15 am)
PS2/3 I see.. By the way if i obtain the license from Sony is there a Torque version for porting games to ... read more 11/18/2007 (10:43 pm)
Strange export results...2 meshes in 1 .dts? Thanks for the link.i will give it a try. if something goes wrong again i will please you to send me... read more 11/18/2007 (12:12 pm)
Strange export results...2 meshes in 1 .dts? I am using 3ds max7 with max2dtsExporterPlus.dle i will give a try with 3ds max 9. but i haven't m... read more 11/18/2007 (10:48 am)
Strange export results...2 meshes in 1 .dts? Freeze, thanks for the reply I tried the following : i loaded the player.max file of the ork(which... read more 11/18/2007 (9:07 am)