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Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Pressing 2 buttons at once Another one decision is to use activate / deactivate a package all the time. You bind 'j' to a func... read more 09/24/2010 (5:18 pm)
Projectile light problem in T3D 1.0 I found that mHidden is always true.Setting it to false fixed the the lights on explosions. The sec... read more 09/23/2010 (7:29 pm)
Wetness They are per-pixel eye space normals. Use toggleNormalsViz in console.... read more 09/22/2010 (7:11 pm)
Wetness @Kory James It looks like you have to do this: You pull the object's normal vector. side = cr... read more 09/22/2010 (3:44 pm)
Z-Fighting when more than 1000 units from origin You can try to push the near plane further,theoretically this will increase the precision,but will c... read more 09/21/2010 (4:38 pm)
T3D 1.1 Beta 2 - vehicle object ( mounted player object ) Animation bug I believe this is not a bug. In pickActionAnimation() ,there is a clause isMounted(),that sets the ... read more 09/15/2010 (5:50 pm)
Motion trail and sword trail Ben McIntosh did an analogue resource for this: check out the Flaming Sword resource for TGEA. He u... read more 09/15/2010 (10:44 am)
How to make AIPlayer do turn animation? AIs have a rotation (z rotation),based on their aim location. So a possible issue is when you set a... read more 09/14/2010 (6:25 pm)
Schedule function not working Try: [code] schedule(20000, 0, "LoadLevel",%level); [/code] There is a nice tutorial... read more 09/10/2010 (7:59 pm)
Controlling a mounted camera object No,just replace mRot with rot this way: [code] ... Point3F rot = delta.rot + delta.rotVec * dt; ... read more 09/10/2010 (6:45 pm)
Controlling a mounted camera object In interpolateTick() you should not use mRot,but: [code]Point3F rot = delta.rot + delta.rotVec * ... read more 09/10/2010 (6:06 pm)
Controlling a mounted camera object You should check what happens in interpolateTick() and put in comment the cycle with isMounted() , b... read more 09/10/2010 (5:03 pm)
Controlling a mounted camera object I believe you should do something like this: [code] ... MatrixF xRot, zRot , fmat; xRot.set(Eule... read more 09/10/2010 (4:36 pm)
proper COLLADA exporter for 3ds max Unfortunately the first opencollada version is made for max 8 (SP1 ?!?). I tried colladamax and it ... read more 09/10/2010 (7:37 am)
T3D 1.1 Beta 2 Issue in config.cs writing with numpadminus & numpadadd - LOGGED The bug with numpad minus is an ancient bug (TGE,TSE,TGEA...). It was reported several times throu... read more 09/09/2010 (7:25 pm)
Thermal Vision @deepscratch I don't have messengers on my pc,but you can email me.I'll help as much as I can.... read more 09/08/2010 (6:05 pm)
Thermal Vision Sounds like you have to do one or two 1D maps - one for the AIs,and a separate one for the environme... read more 09/06/2010 (5:22 pm)
proper COLLADA exporter for 3ds max Thank you for the info, eb! I will give it a try again with these ones.... read more 09/05/2010 (5:28 pm)
proper COLLADA exporter for 3ds max @Michael, thanks this is exactly what I was looking for @eb , I am using max 7. It seems that ope... read more 09/05/2010 (7:20 am)
CustomMaterial Back Buffer Refraction Looks correct. Use sampler2D for backbuff.... read more 09/04/2010 (6:53 pm)
IFL deprecated ? huh?what?whazza? The disadvantage of using NxN frames instead of single 1xN strip of frames is that when working with... read more 09/03/2010 (12:51 pm)
Collada and IFL I remember that in past TGE supported image sequences for particle animation.It was a very useful fe... read more 09/01/2010 (11:16 am)
[T3D 1.1 Alpha bug]Custom materials - shadow broken Scott, this is fixed -> moved to resolved. Sorry for the late reply.... read more 08/31/2010 (4:56 pm)
Crash when using scale animations Chris, the problem arbitrary scale animations (somehow ?!?) still persist on dts objects.Dae ones ar... read more 08/27/2010 (6:17 pm)
Is it possible to add a video to a 3d surface? on 1.0.1 IFLs' are still working.... read more 08/27/2010 (1:54 pm)
Collada and IFL Chris, thank you for your fast reply. In fact I think that the "animated Material" featu... read more 08/27/2010 (7:40 am)
Door Animation TSShapeConstructor is no longer a datablock. Use 'singleton' instead.... read more 06/22/2010 (3:13 am)
AIplayer, SetPose, UpdateMove and MoveManager? Steve, poses are set depending on the input. No input (AIs) is equal to mPose = 0... read more 05/24/2010 (2:39 am)
Problems with animations Diego,try with fsp = false; Also play your animations this way: setActionThread(SoldierPlayerDat... read more 05/11/2010 (11:56 am)
T3D Camera collision with the Terrain There are two approaches: The first one is so create a logic for constraining the terrain. Ray-cas... read more 04/26/2010 (1:01 pm)
(RESOLVED)[T3D 1.0.1 Bug] more than 15 items casting shadow in BL crashes the engine - RESOLVED decalManager.cpp, line 1102 , add this: [code] mPrimBuffs.reserve( batches.size() ); mVBs.reser... read more 04/19/2010 (10:44 am)
(RESOLVED)[T3D 1.0.1 Bug] more than 15 items casting shadow in BL crashes the engine - RESOLVED I'm using 1.0 and it works for me.... read more 04/19/2010 (10:32 am)
(RESOLVED)[T3D 1.0.1 Bug] more than 15 items casting shadow in BL crashes the engine - RESOLVED Rene fixed this for 1.1 , there was a bug in decalmanager. [url]http://www.torquepowered.com/commun... read more 04/19/2010 (10:25 am)
Camera movement not tied to actual frame rate?!?!? timeManagerProcessInterval was the first thing that I checked a few days ago - it sets a value that ... read more 04/17/2010 (3:34 am)
How to move AiPlayer smoothly along a curve path? This is doable - you can linearly iterpolate the current yaw (z rotation).... read more 04/15/2010 (11:18 am)
Batch Rendering Question The light in AL is something like a screen space pass - it is per screen pixel based. It has nothing... read more 04/15/2010 (10:59 am)
[1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED I think this would not destroy any functionality but I can't say it for sure.... read more 04/09/2010 (1:26 pm)
Lag (GFX) and Torque3D @Caylo T3D does batching... read more 04/09/2010 (12:13 pm)
[1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED Steve,try to remove the TriggerObjectType from sServerCollisionMask at item.cpp... read more 04/09/2010 (11:50 am)
GPU locks up when moving camera around Particles - RESOLVED Good to know! This bug is disturbing me for quite a few time. I never saw this on the Ati cards,bu... read more 04/09/2010 (10:00 am)
Camera movement not tied to actual frame rate?!?!? I noticed that if I spawn a water object runtime - no jittering. If I save the object in a mission ... read more 04/09/2010 (9:36 am)
Ignoring vehicle to vehicle collision I don't have a lot of experience with vehicles,but I remember that I did something similar for the p... read more 04/08/2010 (10:40 am)
Ignoring vehicle to vehicle collision I think you can exlude selected convexes from a object's working list...this should be easy to do. ... read more 04/08/2010 (9:04 am)
Camera movement not tied to actual frame rate?!?!? I absolutely agree with you,Edward. I came to a conclusion - the GPU based load is causing the jitt... read more 04/08/2010 (8:42 am)
Engine opportunities The Rayman game was created using the Vision engine. There is no sense to compare TGE and Vision. ... read more 04/07/2010 (1:56 pm)
Camera movement not tied to actual frame rate?!?!? I did a small hack in moveList to prevent the backlogging,jittering still presents. I found that if... read more 04/07/2010 (1:41 pm)
Raycasts dont fire on polysoup TSStatics? Are you sure your start-end positions are correct ? This seems to be an issue only in script. On th... read more 04/07/2010 (1:38 pm)
Raycasts dont fire on polysoup TSStatics? Try again with StaticTSObjectType... read more 04/07/2010 (10:49 am)
Camera movement not tied to actual frame rate?!?!? I have almost fixed the issue. Sometimes the client gets backlogged for several milliseconds (10-30... read more 04/06/2010 (10:36 am)
Camera movement not tied to actual frame rate?!?!? Something different happens on my PC - may be a network issue..?!? The network guard is ok - no pro... read more 04/06/2010 (9:28 am)