Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Changing gravity on the fly? | Phyzical zones and gravityMod is exactly what you need. Setting gravityMod to -1 will inverse the g... read more | 04/23/2011 (4:18 am) |
| T3D 1.1 Beta 3 - Player::setActionThread - LOGGED | @ elvince If you apply some changes to packUpdate() and setActionThread() this would unlock the o... read more | 04/23/2011 (4:15 am) |
| Question about C++ side of engine. | What do you mean by "find the player" ? The player is a control object and you could use ... read more | 04/21/2011 (11:41 am) |
| Custom Shader on T3D? | uniform float3 eyePos; .. OUT.EyeVec = normalize(eyePos - IN.pos); OUT.LightVec = normalize(sun... read more | 04/21/2011 (11:36 am) |
| Custom Shader on T3D? | Basically this is your transformation stuff: matWorldViewProjection = modelview matView = eyeMa... read more | 04/19/2011 (11:57 am) |
| T3D 1.1 Preview - Seeing through objects. - AWAITING FEEDBACK | @Dmitry Try Catalyst 11.2 and direct x june 2010. I have not been able to replicate it too. ... read more | 04/14/2011 (8:05 am) |
| Difference between ConsoleMethod and DefineEngineMethod? | ConsoleMethod is good for backward compatibility. If you have hundreds of methods and if you need t... read more | 04/14/2011 (6:55 am) |
| Are IFL's gone for good? | Well,I still pretend that T3D needs a better image animation. The current solution works only for s... read more | 04/14/2011 (5:36 am) |
| How to modify texture coordinates in a ShaderFeature? | Check out this resource: http://www.garagegames.com/community/resources/view/19161 Now,as I unde... read more | 04/13/2011 (12:06 pm) |
| where is lightinfoCondition defined? | autogenConditioners.h is a runtime generated file. start T3D and go to shaders - procedural... read more | 04/09/2011 (5:40 am) |
| Jumping through platforms | You could implement a collision timeout code,like the Item class.... read more | 04/07/2011 (7:53 am) |
| Third person crosshair/reticle | Good to know. Did you use a separate node ?... read more | 04/06/2011 (4:46 am) |
| Not a Real Number (solved) | function isNan(%var) { return %var != %var; }... read more | 04/05/2011 (10:17 am) |
| Calculating the Infinite (in my case: solved) | [code] function isInfinite(%var) { // should return 'true' for infinite values return (%var &l... read more | 04/05/2011 (9:44 am) |
| Calculating the Infinite (in my case: solved) | This is a good question. If a floating point number is greater than the maximal number or smaller t... read more | 04/05/2011 (9:35 am) |
| Is T3D supports multiple cameras? | To use multiple views like the Resident Evil games,this is one of the most simple things to do. You... read more | 04/05/2011 (6:48 am) |
| Third person crosshair/reticle | You have to avoid the animation based approach or you can use a node that is not animated. That way ... read more | 04/05/2011 (6:41 am) |
| Third person crosshair/reticle | It is shaking,because you're using a node position and this node has an animation that causes the sh... read more | 04/05/2011 (2:55 am) |
| Projectile initial position | Try to tweak these values.They are used to specify the point and muzzle correction for 1st and 3rd p... read more | 04/03/2011 (5:53 am) |
| Drawing line in normal directions from TSShapeInstance meshes | Your code looks correct. I think you have an offset in object space and you get a scaled offset in ... read more | 04/02/2011 (5:40 am) |
| Purelight 1.6 Crash | Obviously this is a WinXP limitation.... read more | 04/02/2011 (5:05 am) |
| A player script | mountImage() is used for weapons,you have to disable the mounting. This happens at the server side ... read more | 04/02/2011 (4:59 am) |
| Flying Vehicle Engine Sound (bug?) - RESOLVED | Which one is broken,jetSound or engineSound? Also try to update your code: [code] void FlyingVe... read more | 03/26/2011 (10:22 am) |
| GuiText Rotations | It is the clip rectangle - it will clip everything outside the region. It may be tricky to rotate t... read more | 03/24/2011 (2:19 pm) |
| Problems with triggers | Rex,triggers are actually working,the whole functionality is there. If I manually set and reset tri... read more | 03/24/2011 (5:15 am) |
| Problems with triggers | We talk about different problems. Animation triggers has nothing to do with the animation threads.... read more | 03/23/2011 (2:39 am) |
| Freezing the Sim | It would be nice if there is a timescale for the shader driven stuff (foliage,forest kit,..)... read more | 03/23/2011 (1:56 am) |
| Problems with triggers | This is a bug (THREED-1508). There are 32 available trigger sets (0-31) on each shape instance,so t... read more | 03/23/2011 (1:51 am) |
| Purelight 1.6 Crash | I just finished testing the newest version of Purelight (1.6) on this computer: Core Quad , 2.66 ... read more | 03/22/2011 (7:18 am) |
| world editor not working with windows 7 ? | I had problems with some security updates on WinXP. The stock XP is working fine.... read more | 03/22/2011 (4:17 am) |
| Purelight 1.6 Crash | I'll give it a try on a powerful PC.... read more | 03/21/2011 (2:38 pm) |
| Purelight 1.6 Crash | Windows XP 32bit... read more | 03/21/2011 (10:42 am) |
| Purelight 1.6 Crash | David, I have problems to send you back an e-mail (receiving "mail delivery failed: returning ... read more | 03/21/2011 (9:18 am) |
| city engine | Torque 3D supports COLLADA. Therefore export the level from city engine as COLLADA and import it int... read more | 03/20/2011 (1:01 pm) |
| Looking for Splash Screen Manager control - guiSplashMgrCtrl resource | This one opens: http://www.sacdeveloper.com/Projects/Torque/SplashScreenManager.aspx Downloads are... read more | 03/18/2011 (1:24 pm) |
| SetMaterial doesn't "apply" new material to mesh | I believe you have to do the same for the client object. SimCurl* client = dynamic_cast< SimC... read more | 03/18/2011 (1:22 pm) |
| Purelight 1.6 Crash | In fact the previous version causes the same problem when I double the lightmap size from 1024 to 20... read more | 03/18/2011 (2:51 am) |
| T3D vsync broken (Resolved) - RESOLVED | 1.Place HRTimer.h into platformWin32 2.Include it in the Project 3.Open platformTimer.cpp. 4.add ... read more | 03/17/2011 (3:33 pm) |
| T3D vsync broken (Resolved) - RESOLVED | just download this file http://www.cs.up.ac.za/cs/banguelov/blog/HRTimer.h Most likely you haven'... read more | 03/17/2011 (3:27 pm) |
| Purelight 1.6 Crash | I have 4Gb memory. I doubt it could be because of memory,however I installed the prior version 3.5.... read more | 03/17/2011 (5:23 am) |
| T3D vsync broken (Resolved) - RESOLVED | @deepscratch The implementation is right there - post #5 Place HRTimer.h in platformWin32 direct... read more | 03/17/2011 (5:19 am) |
| Purelight 1.6 Crash | I just found that Purelight stops crashing when I reduce the Lightmap size from 1024 (only two that ... read more | 03/17/2011 (4:01 am) |
| T3D vsync broken (Resolved) - RESOLVED | I remember that Pat Wilson spoke about that GG had the same problem in Marble Blast and they have so... read more | 03/17/2011 (3:58 am) |
| T3D 1.1 Beta 3 - ShapeBase::setVelocity and ::applyImpulse - not coded ? / not working - NOT A BUG | rigids have freezeSim() method to reset velocity on rigids,you have to zero the linear and angular ... read more | 03/17/2011 (3:53 am) |
| T3D vsync broken (Resolved) - RESOLVED | I can confirm that this is a workable solution! Thank you very much,Francisco!... read more | 03/17/2011 (2:51 am) |
| T3D 1.1 Beta 3 - ShapeBase::setVelocity and ::applyImpulse - not coded ? / not working - NOT A BUG | Thomas, yes,absolutely!... read more | 03/17/2011 (2:10 am) |
| T3D vsync broken (Resolved) - RESOLVED | Well I'm glad that others also see the jumpy frames. BTW the value of 17 (59 Hz) is removing the ju... read more | 03/17/2011 (2:05 am) |
| T3D 1.1 Beta 3 - ShapeBase::setVelocity and ::applyImpulse - not coded ? / not working - NOT A BUG | They are virtual therefore they have a different functionality in the derived class.That's why they ... read more | 03/17/2011 (1:55 am) |
| T3D vsync broken (Resolved) - RESOLVED | I get over 100 fps without vsync enabled. It means that I have enough frames. With vsync enabled I ... read more | 03/16/2011 (11:56 am) |
| Disable Swimming | In player::updateMove() locate [code] bool swimming = mWaterCoverage > 0.65f; ... read more | 03/16/2011 (11:30 am) |