Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Camera movement not tied to actual frame rate?!?!? | I found what is wrong. Let's assume that we have 60+ framerate, when we have vsync on,it means that... read more | 04/06/2010 (1:34 am) |
| Long Running Whinge = Console + Tidle + Non US Keyboard | Mapping the numpad minus key does not seem to work also (a very old bug).... read more | 04/03/2010 (11:11 am) |
| Camera movement not tied to actual frame rate?!?!? | It is not related to the framerate, it is the water block. When I delete the water block,I get over... read more | 04/02/2010 (9:06 am) |
| Camera movement not tied to actual frame rate?!?!? | OK,when I add a water block, I see the stuttering all the time. At 30 fps the render becomes jerky,... read more | 04/02/2010 (8:05 am) |
| Platforms Players can Ride Version 1.1 | @DINF CLL I have the files - contact with me at support@liman3d.com... read more | 04/02/2010 (3:26 am) |
| Camera movement not tied to actual frame rate?!?!? | Edward, I'm afraid of this has nothing to do with the camera interpolation. I'm using my own camer... read more | 04/02/2010 (2:36 am) |
| animations only paying after trigger released | Well done! I'm glad you set the matter right.... read more | 03/31/2010 (2:27 pm) |
| Transparency and Shadows (AL) | Thanks Tom,this helps a lot!... read more | 03/31/2010 (3:20 am) |
| Transparency and Shadows (AL) | I'm using this for magic crystals ,they will act as items. They will be used not very often in the ... read more | 03/30/2010 (11:42 am) |
| Camera movement not tied to actual frame rate?!?!? | Yes,the camera interpolates between the ticks (32 ms). interpolateTick() is responsible for this in... read more | 03/30/2010 (11:36 am) |
| Transparency and Shadows (AL) | Thanks for the answers,guys! As Manoel pointed, depth based shadows have problems with transclucent... read more | 03/30/2010 (3:36 am) |
| animations only paying after trigger released | Do you use scale animations ? There was a very bad old bug that Chris solved. This bug leads to ou... read more | 03/29/2010 (7:39 am) |
| animations only paying after trigger released | Currently I'm using T3D 1.0 I know that many things were changed for several months,many bugs were ... read more | 03/27/2010 (10:27 am) |
| How to know which way the player is facing via script | This kit eventually uses an 8-way directional movement. It means the input is related to the camera... read more | 03/27/2010 (10:11 am) |
| animations only paying after trigger released | hmm,this seems to be a bug. This has nothing to do with your trigger code,this is a separate proble... read more | 03/27/2010 (10:02 am) |
| animations only paying after trigger released | While debugging press shift+F11 to step out a few times,this will show where the problem is.... read more | 03/27/2010 (12:06 am) |
| Rotation issue | If you want to turn the player only ,then your direction should be straight up "0 0 1" and... read more | 03/26/2010 (7:55 am) |
| Shader Compiler Errors [1.1b] | It's unusual, ceil actually works with 1 parameter. The problem seems to be the specular feature: ... read more | 03/25/2010 (10:10 am) |
| animations only paying after trigger released | You get a sequence number,you see the printf in console,but no animation. Sounds like a model issue... read more | 03/24/2010 (12:10 am) |
| Move : Walk/Run - advice needed | $mvForwardAction (respectively mForwardAction in moveManager) is used to compute curMove.y in moveLi... read more | 03/23/2010 (5:39 am) |
| animations only paying after trigger released | I think there are two possibilities: 1. Your trigger is not set as you expect,this can skip the s... read more | 03/22/2010 (8:58 am) |
| animations only paying after trigger released | This is not what I expected to hear. When you forceset an animation with the wait flag,it means the... read more | 03/22/2010 (7:39 am) |
| PostFX texture | Hi Guy, when T3D uses postfx, then T3D does not render the scene directly to the screen,it renders ... read more | 03/22/2010 (2:31 am) |
| animations only paying after trigger released | OK,Donald, one more thing to test: at the bottom of updateMove(),after all your logic, call you... read more | 03/22/2010 (12:13 am) |
| The anti- setActionThread? | setActionThread() with NullAnimation parameter will stop the current animation and will release the ... read more | 03/21/2010 (11:58 pm) |
| animations only paying after trigger released | Yes I understand that you can not share the code. I also don't see how you read the trigger data (m... read more | 03/21/2010 (12:11 pm) |
| animations only paying after trigger released | This method getAction(),are you sure it returns a proper sequence number or returns always 0 ? All ... read more | 03/21/2010 (11:50 am) |
| animations only paying after trigger released | A few lines below you'll see this: [code] // Our feet are on something // Pick animation that i... read more | 03/21/2010 (10:19 am) |
| Need help making an opening gate | That's easy - just provide an "open_door" animation and a convex for collision with no ren... read more | 03/21/2010 (4:14 am) |
| Timer issues | the string compare operators are $= (equal) , !$= (not equal) you're using the numeric operators i... read more | 03/21/2010 (4:05 am) |
| animations only paying after trigger released | It means that your animation is reset by root/run. You call setActionThread() manually and you set ... read more | 03/20/2010 (12:23 pm) |
| animations only paying after trigger released | OK,instead of [code]action = PlayerData::your_animation;[/code] call directly: [code]setAction... read more | 03/20/2010 (10:23 am) |
| animations only paying after trigger released | In updateActionThread() ,after pickActionAnimation() is called, try to output the sequence number: ... read more | 03/20/2010 (12:57 am) |
| Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr | the render instance,scene state and GFX is used for transformation modelview = world * view * proje... read more | 03/19/2010 (11:31 am) |
| Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr | ahh,position is consumed by the rasterizer ,so you can not expose it this way to the pixel shader. ... read more | 03/19/2010 (10:32 am) |
| How to : Create a package with dso & so on? | In torqueConfig.h - there is a directive that disable dso generation. You can also compile scripts ... read more | 03/19/2010 (10:19 am) |
| animations only paying after trigger released | Donald, how do you set your sequence ?... read more | 03/19/2010 (7:54 am) |
| animations only paying after trigger released | mvTriggerCount5 has nothing to do with jetting unless you have coded this trigger manually. For wha... read more | 03/18/2010 (10:15 am) |
| Vehicule in debug mode = Crash - Explanation inside | Correct.... read more | 03/16/2010 (12:27 pm) |
| Vehicule in debug mode = Crash - Explanation inside | I can not say this is a bug,because objects like players,camera,vehicles must be created after the m... read more | 03/16/2010 (11:35 am) |
| Vehicule in debug mode = Crash - Explanation inside | There are two possible reasons : - ClientMissionCleanup is created after the particle emitter and... read more | 03/16/2010 (10:58 am) |
| Rendering a depth map? | Why do you need a depth map ? Instead of buying this kit you can invest $100 in T3D binary. You ca... read more | 03/15/2010 (10:43 am) |
| Path Node: Keep running and not do a stop & run | I would suggest to test this in debug,because bitstream assertfatals are ignored in release builds. ... read more | 03/12/2010 (2:50 am) |
| How can I use track camera or another camera mode while player or vehicle still control? | There are two specific problems in this case. The first one is that in stock T3D there is only a si... read more | 03/12/2010 (2:41 am) |
| Rendering a depth map? | The SSAO kit from Ubiq Visuals does it. They did a manager,that render a linear depth map using ren... read more | 03/11/2010 (11:46 am) |
| Collision setup weirdness | why you use this symbol "_" in the names of your nodes? I think it should be "-"... read more | 03/05/2010 (11:19 am) |
| Fading PostFX | @Eikon Games I have just posted a resource about this: [url]http://www.torquepowered.com/communi... read more | 03/05/2010 (10:37 am) |
| Fading PostFX | You can code your own postFx transition with a shader constant. The postFx system is searching for ... read more | 03/05/2010 (2:18 am) |
| ROTATE THE TURRET | Mounted objects are not networked in T3D. This is the reason when dismounted they're updated.... read more | 03/04/2010 (10:07 am) |
| Toon Shading outline help | If you wish to render after all,then : renderTime = "PFXAfterBin"; renderBin = &q... read more | 03/02/2010 (1:12 pm) |