-
Posts
55 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Articles
Docs
Gallery
Posts posted by SqHd
-
-
Very cool. I subscribed to your channel.
-
@Johxz: Wow! Great work! This is awesome. Thanks for the fix. I did some testing tonight and works like a charm. It's so nice to have this functionality back. Hope it makes the cut for 3.10.
-
game/core/scripts/client/core.cs
- After:
exec("~/scripts/client/scriptDoc.cs");
- Add:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- exec("~/scripts/RPGDialogEditor/ingameRPGDialogEditor.cs"); //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------game/scripts/client/config.cs
- Add:
moveMap.bind(keyboard, "q", TalkTo);
game/scripts/client/default.bind.cs
- Comment/remove the following line:
//moveMap.bindCmd(keyboard, "1", "commandToServer('use',\"Ryder\");", "");
- Add to the end of the file:
// RPGdialog moveMap.bind(keyboard, "q", TalkTo); //---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- function TalkTo(%val) { if(%val) commandToServer('RPGDialogRay'); } moveMap.bind(keyboard, "q", TalkTo); moveMap.bindCmd(keyboard, "1", "SelectAnswer(1);", ""); moveMap.bindCmd(keyboard, "2", "SelectAnswer(2);", ""); moveMap.bindCmd(keyboard, "3", "SelectAnswer(3);", ""); moveMap.bindCmd(keyboard, "4", "SelectAnswer(4);", ""); moveMap.bindCmd(keyboard, "5", "SelectAnswer(5);", ""); moveMap.bindCmd(keyboard, "6", "SelectAnswer(6);", ""); moveMap.bindCmd(keyboard, "7", "SelectAnswer(7);", ""); moveMap.bindCmd(keyboard, "8", "SelectAnswer(8);", ""); moveMap.bindCmd(keyboard, "9", "SelectAnswer(9);", ""); moveMap.bindCmd(keyboard, "0", "SelectAnswer(10);", ""); function OutOfRPGDialogFunction(%Number) { switch(%Number) { case 1: commandToServer('use',"Ryder"); case 2: %Number=0;//Does nothing... just a placeholder. case 3: %Number=0;//Does nothing... just a placeholder. case 4: %Number=0;//Does nothing... just a placeholder. case 5: %Number=0;//Does nothing... just a placeholder. case 6: %Number=0;//Does nothing... just a placeholder. case 7: %Number=0;//Does nothing... just a placeholder. case 8: %Number=0;//Does nothing... just a placeholder. case 9: %Number=0;//Does nothing... just a placeholder. case 0: %Number=0;//Does nothing... just a placeholder. } } //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------game/scripts/gui/optionsDlg.cs
- Right after:
$RemapName[$RemapCount] = "Fire Weapon";
$RemapCmd[$RemapCount] = "mouseFire";
$RemapCount++;
- Add:
$RemapName[$RemapCount] = "Talk to NPC"; $RemapCmd[$RemapCount] = "TalkTo"; $RemapCount++;
game/scripts/client/defaults.cs
- Add to the end of the file:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- $Pref::RPGDialog::Client::QuestionPath="art/dialogs/dlq/";//RPGDialog Question Path. $Pref::RPGDialog::MaxOptions = 100;//RPGDialog Max Options. $Pref::RPGDialog::ChatHudQuestionColor="\c1";//Question text Color on the chat hud. $Pref::RPGDialog::ChatHudAnswerColor="\c5";//Answer text Color on the chat hud. //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------
game/scripts/client/init.cs
- After:
exec("art/gui/remapDlg.gui");
- Add:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- exec("art/gui/RPGDialog.gui"); //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------- After:
exec("scripts/gui/optionsDlg.cs");
- Add:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- exec("./RPGDialog.cs"); exec("./RPGDialogAudioProfiles.cs"); //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------- After:
Canvas.setCursor("DefaultCursor");
- Add
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- initRPGDialogEditor(); //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------
game/scripts/client/pref.cs
- Add to the end of the file:
$Pref::RPGDialog::ChatHudAnswerColor = "\c5"; $Pref::RPGDialog::ChatHudQuestionColor = "\c1"; $Pref::RPGDialog::Client::QuestionPath = "art/dialogs/dlq/"; $Pref::RPGDialog::MaxOptions = 100; $Pref::Server::RPGDialog::ActionPath = "art/dialogs/dla/";
game/scripts/server/scriptExec.cs
- After:
exec("./aiPlayer.cs");
- Add:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- exec("./RPGDialog.cs"); //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------game/scripts/server/defaults.cs
- After:
// Now add your own game specific server preferences as
// well as any overloaded core defaults here.
- Add:
//---------------------------------------------------------------- //RPGDialog Code Begin //---------------------------------------------------------------- $Pref::Server::RPGDialog::ActionPath="art/dialogs/dla/"; //RPGDialog Action Path. //---------------------------------------------------------------- //RPGDialog Code End //----------------------------------------------------------------
game/scripts/server/pref.cs
- Add to the end of the file:
$Pref::Server::RPGDialog::ActionPath = "art/dialogs/dla/";
game/scripts/server/aiPlayer.cs
- Change this function:
//----------------------------------------------------------------------------- // AIPlayer static functions //---------------------------------------------------------------------------- function AIPlayer::spawnAtLocation() - To the following: function AIPlayer::spawnAtLocation(%name, %data, %spawnPoint, %Script, %Portrait, %startQuestion) { // Create the demo player object %player = new AiPlayer() { //dataBlock = DemoPlayer; dataBlock = %data; path = ""; }; MissionCleanup.add(%player); %player.setShapeName(%name); %player.setTransform(%spawnPoint.getTransform()); %player.RPGDialogScript = %Script; %player.RPGDialogPortrait = %Portrait; %player.RPGDialogStartQuestion = %startQuestion; %player.RPGDialogBusy = false; %player.RPGDialogBusyText = 'Sorry but I\'m busy talking to %1 right now.'; %player.RPGDialogTalkingTo = 0; return %player; }game/scripts/server/gameCore.cs
- In this function:
function GameCore::startGame(%game)
- After:
// // Start the AI on the specified path
// AIPlayer::spawn("Path1");
- Add:
AIPlayer::spawnAtLocation(Kaneda, DemoPlayer, spawn1, "Test", "test.png", 1);
*Note: This is how you spawn the NPCs
- First is the NPC name: Kaneda
- Second is the datablock used for the NPC: DemoPlayer (derived from game/art/datablocks/aiPlayer.cs)
- Next is the new spawn point: spawn1
- Then the RPG Dialog script: Test (found in the dialogs folder)
- Next the RPG Dialog portrait: test.png (found in the dialogs folder)
- Finally, the RPG Dialog start question: 1
Create a spawnsphere in the world editor and name it "spawn1". Place it where ever you like. Also, if you don't want the player to use this as a spawn point, make sure it's NOT in the playerDropPoints simset.
-
RPG Dialog 1.4 to T3D 3.8
(*It also works in T3D 3.9)
Since I couldn’t get the Yack Pack working in T3D 3.8, I decided to check out an old GG resource called: RPG Dialog (v1.4). After some experimenting, I was able to get NPCs spawning with the dialog options. Only issue is the sound isn't working. See console errors:
scripts/client/RPGDialog.cs (190): Unable to find function alxIsPlaying
scripts/client/RPGDialog.cs (191): Unable to find function alxStop
scripts/client/RPGDialog.cs (194): Unable to find function alxPlay
DropBox link: https://www.dropbox.com/sh/gxfy58huq3hvrpl/AACefZCSBHwnU4JAftDhzv9Ga?dl=0
I used the following forum topics to get this working:
(Original Resource): http://www.garagegames.com/community/resources/view/3531
https://www.garagegames.com/community/forums/viewthread/93667
http://www.garagegames.com/community/forums/viewthread/75606
https://www.garagegames.com/community/forums/viewthread/137872
-
Thanks for the continued support, Azaezel.
It's very nice of you to take the time!
Unfortunately, I'm getting even more errors now, so I'll have to do some fiddling.
-
Thanks for the post, Azaezel.
Being a non-programmer, sadly I didn't understand much of it.
I know just enough about scripting to update a few resources here and there.
-
Build Warning:
This is due to the 3rd insert from step 7 from the merge guide:
Warning 31 warning C4715: 'GuiInputCtrl::onWake' : not all control paths return a value guiinputctrl.cpp 107
Console Errors:
Debug (32 bit):
scripts/gui/yackGui.cs (104): Unable to find object: '0' attempting to call function 'hasPhrase'
scripts/gui/yackGui.cs (68): Unable to find function alxIsPlaying
Release (32 bit):
scripts/gui/yackGui.cs (104): Unable to find object: '0' attempting to call function 'hasPhrase'
(Need to do further experimentation – make sure to use the correct AI from UAISK – defaultplayer)
??????scripts/server/yack.cs (262): Unknown command addPhrase.
???? Object (4287) Camera -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
????? We've blocked so end this sucker
??????Mapping string: YackEnd to index: 21
scripts/gui/yackGui.cs (68): Unable to find function alxIsPlaying
Glitches:
1. When speaking to an NPC, there is a quick twitch as the player centers on the NPC.
(This may have something to do with the centerHead and facePlayer code in player.cpp and player.h.)
2. NPC name is off to the left side
3. Audio will continue to play after a mouse click (unless another phrase was selected)
Feature Wish List:
1. Ability for NPCs to stop and talk (when on a path) and to return to the path afterwards
2. Ability for NPCs to return to idle animations
-
File Placement:
Place in game/art/gui/
1. black.png
(I had to make a new 'black.png'. I made it 64 x 64 pixels because the 1 x 1 pixel version wasn't working. Before I did this, there were just white bars showing up at the top and bottom of the screen instead of the black ones.)
2. crossHair_talk.png
3. YackGui.gui
Place in game/art/
1. Yack (folder with the 2 .png portraits and all the .ogg sound files)
Place in game/scripts/gui/
1. yackGui.cs
2. yackProfiles.cs – replace the following:
“new GuiControlProfile” with “singleton GuiControlProfile”
“(YackTextListProfile: GuiTextListProfile)” with “(YackTextListProfile: GuiTextProfile)”
3. guiCrossHairHud.cs (change the following):
change %this.setBitmap("starter.fps/client/ui/crossHair_talk.png"); to %this.setBitmap("art/gui/crossHair_talk.png");
change %this.setBitmap("starter.fps/client/ui/crossHair.png"); to %this.setBitmap("art/gui/weaponHud/crossHair.png");
change %this.setBitmap("starter.fps/client/ui/crossHair.png"); to %this.setBitmap("art/gui/weaponHud/crossHair.png");
Place in game/scripts/server/
1. yack.cs
2. dialogue (folder with the Stanley_Sunshine.dla and Stanley_Sunshine.dls files)
Stanley_Sunshine.dla (Replace “AudioProfile” with “SFXProfile”)
Stanley_Sunshine.dla (Replace “~/data/shapes/player/” with “art/yack/”)
-
Step 10) game/scripts/client/default.cs
1. Insert: same as merge guide
Step 11) game/scripts/client/init.cs
1. Insert: the following after the client scripts section:
//Yack scripts exec("scripts/gui/yackGui.cs"); exec("scripts/gui/guiCrossHairHud.cs"); exec("scripts/gui/yackProfiles.cs"); exec("art/gui/YackGui.gui"); //END YACKStep 12) game/scripts/server/default.cs
1. Insert: same as merge guide
Step 13) game/art/datablocks/aiPlayer.cs
1. Insert: the following after shootingDelay = 2000;
//START YACK canTalk = true; dialogScriptName = "Stanley_Sunshine_Dialogue"; dialogScriptFile = "scripts/server/dialogue/Stanley_Sunshine.dls"; dialogImg = "art/yack/Kork_Portrait.png"; name = "SquareHead"; //END YACK
Step 14) game/art/datablocks/audioProfiles.cs
1. Insert: the following:
//START YACK datablock SFXDescription(DialogSound : AudioClosest3D) { volume = 1.2; isLooping= false; is3D = true; ReferenceDistance= 10.0; MaxDistance= 30.0; type = $SimAudioType; }; //END YACK2. Insert: the following into game/scripts/server/scriptExec.cs (at the end):
//START YACK exec("./dialogue/Stanley_Sunshine.dla"); //END YACKStep 15) game/scripts/server/scriptExec.cs
1. Insert: same as merge guide
2. Insert: same as merge guide, but in this file game/scripts/server/gameCore.cs
3. Insert: place after the following %player.setShapeName(%client.playerName); but in this file game/scripts/server/gameCore.cs
Step 16) game/scripts/client/default.bind.cs
1. Insert: same as merge guide
Step 17) game/art/gui/playGui.gui
1. Insert: the following after new GuiCrossHairHud(ZoomReticle)
new GuiCrossHairHud(Crosshair) { damageFillColor = "0 1 0 1"; damageFrameColor = "1 0.6 0 1"; damageRect = "50 4"; damageOffset = "0 10"; interactDist = "10"; bitmap = "art/gui/crossHair_talk.png"; wrap = "0"; position = "496 368"; extent = "32 32"; minExtent = "8 8"; horizSizing = "center"; vertSizing = "center"; profile = "GuiModelessDialogProfile"; visible = "1"; active = "1"; tooltipProfile = "GuiToolTipProfile"; hovertime = "1000"; isContainer = "0"; canSave = "1"; canSaveDynamicFields = "0"; };2. Insert: the following at the end before the last bracket:
new GuiTextCtrl(NpcName) { text = "DemoPlayer"; maxLength = "1024"; docking = "None"; margin = "0 0 0 0"; padding = "0 0 0 0"; anchorTop = "1"; anchorBottom = "0"; anchorLeft = "1"; anchorRight = "0"; position = "20 448"; extent = "175 23"; minExtent = "8 8"; horizSizing = "relative"; vertSizing = "relative"; profile = "YackNameProfile"; visible = "1"; active = "1"; tooltipProfile = "GuiToolTipProfile"; hovertime = "1000"; isContainer = "0"; canSave = "1"; canSaveDynamicFields = "0"; }; -
*Updated Subject for clarification*
Hi all. I had Yack Pack working in 3.6.1 and now I'm having some trouble with 3.8. Below is the merge guide I created for 3.6.1 and used for 3.8 (*note: only changed code snippets are shown. You still need to own Yack Pack and have access to it's merge guide.)
First, here are some helpful references that I used:
TDN: http://tdn.garagegames.com/wiki/TorqueShaderEngine/Yack_Pack_TGEA_1_7
Resource: http://www.garagegames.com/community/resource/view/19541/1
Forums: http://www.garagegames.com/community/forums/viewthread/100823/1
And here is the current Visual Studio error I'm getting when trying to compile with 3.8. I think it has something to do with "console.h". A lot has changed in that file since 3.6 and "dialogMemory.cpp" has that as an #include. Any tips on what I need to change?
error C2440: 'type cast' : cannot convert from 'ConsoleValueRef' to 'char *' dialogMemory.cpp 120
error C2440: 'type cast' : cannot convert from 'ConsoleValueRef' to 'char *' dialogMemory.cpp 125
dilaogMemory.cpp code that the errors are referring to:
ConsoleMethod(DialogMemory, addPhrase, void, 3, 3, "phrase") { object->addPhrase((char*)argv[2]); } ConsoleMethod(DialogMemory, hasPhrase, bool, 3, 3, "phrase") { return object->hasPhrase((char*)argv[2]); }And now for the 3.6.1 merge changes:
Change the following in dialogMemory.cpp:
change #include "core/bitStream.h" to #include "core/stream/bitStream.h"
change #include "game/gameConnection.h" to #include "T3D/gameBase/gameConnection.h"
change #include "game/dialogMemory.h" to #include "T3D/dialogMemory.h"
change bool DialogMemory::onNewDataBlock(GameBaseData* dptr) to bool DialogMemory::onNewDataBlock(GameBaseData* dptr, bool reload)
change if (!mDataBlock || !Parent::onNewDataBlock(dptr)) to if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
Change the following in dialogMemory.h:
change #include "game/gameConnection.h" to #include "T3D/gameBase/gameConnection.h"
change #include "core/tVector.h" to #include "core/util/tVector.h"
change #include "game/gameBase.h" to #include "T3D/gameBase/gameBase.h"
change bool onNewDataBlock(GameBaseData* dptr); to bool onNewDataBlock(GameBaseData* dptr, bool reload);
Follow the official Yack Pack Merge Guide with the noted changes:
Step 1) engine/source/T3D/player.h
1. Insert: replace #include "game/dialogMemory.h" with #include "T3D/dialogMemory.h"
2. Insert: same as merge guide
3. Insert: same as merge guide
Step 2) engine/source/T3D/player.cpp
1. Insert: same as merge guide
2. Insert: same as merge guide
3. Insert: same as merge guide
4. Insert: same as merge guide
Step 3) engine/source/T3D/shapeBase.h
1. Insert: Place after the following bool mTrigger[MaxTriggerKeys]; ///< What triggers are set, if any.
2. Insert: comment out static void initPersistFields();
Step 4) engine/source/T3D/shapeBase.cpp
1. Replace: Not necessary, sAudioTimeout is already set to 500
2. Insert: Place after the following mWeaponCamShake = NULL; (instead of damageDir.set(0, 0, 1);)
3. Insert: same as merge guide
4. Insert: same as merge guide
5. Insert: Place after the following “Parent::initPersistFields();” (in the void ShapeBase::initPersistFields() function)
//START YACK addField("enableUse", TypeBool, Offset(mEnableUse, ShapeBase)); //END YACKThen insert the following at the end of the file:
//START YACK ConsoleMethod( ShapeBase, enableUse, void, 3, 3, "bool") { object->enableUse(dAtob(argv[2])); } ConsoleMethod( ShapeBase, isUseEnabled, bool, 2, 2, "") { return object->isUseEnabled(); } //END YACKStep 5) engine/source/T3D/fps/guiCrossHairHud.cpp
1. Insert: same as merge guide
2. Insert: same as merge guide
3. Insert: same as merge guide
4. Insert: same as merge guide
5. Replace: same as merge guide
6. Replace: same as merge guide
7. Insert: same as merge guide
8. Insert: same as merge guide
9. Insert: replace Con::executef(this, 1, "onRender"); with Con::executef(this, "onRender");
10. Insert: same as merge guide
Step 6) engine/source/gui/utility/guiInputCtrl.h
1. Insert: place after the following: typedef GuiMouseEventCtrl Parent;
2. Insert: place the following after DECLARE_CONOBJECT(GuiInputCtrl);
//START YACK GuiInputCtrl(); //END YACK
Step 7) engine/source/gui/utility/guiInputCtrl.cpp
1. Insert: same as merge guide
2. Insert: place after the following IMPLEMENT_CONOBJECT(GuiInputCtrl);
//START YACK GuiInputCtrl::GuiInputCtrl() { mAutoGrabInput = true; } //END YACKThen place after the following Parent::initPersistFields(); (in the void GuiInputCtrl::initPersistFields() function)
//START YACK addField("autoGrabInput", TypeBool, Offset(mAutoGrabInput, GuiInputCtrl)); //END YACK3. Replace: same as merge guide
4. Replace: same as merge guide
Step 8) engine/source/gui/controls/guiTextListCtrl.h
1. Insert: same as merge guide
2. Insert: same as merge guide
3. Insert: same as merge guide
Step 9) engine/source/gui/controls/guiTextListCtrl.cpp
1. Insert: same as merge guide
2. Insert: same as merge guide
3. Replace: the entire GuiTextListCtrl::onRenderCell function with:
void GuiTextListCtrl::onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver) { if ( mList[cell.y].active ) { if (selected || (mProfile->mMouseOverSelected && mouseOver)) { RectI highlightRect = RectI(offset.x, offset.y, mCellSize.x, mCellSize.y); highlightRect.inset( 0, -1 ); renderFilledBorder( highlightRect, mProfile->mBorderColorHL, mProfile->mFillColorHL); GFX->getDrawUtil()->setBitmapModulation(mProfile->mFontColorHL); } else GFX->getDrawUtil()->setBitmapModulation(mouseOver ? mProfile->mFontColorHL : mProfile->mFontColor); } else GFX->getDrawUtil()->setBitmapModulation( mProfile->mFontColorNA ); const char *text = mList[cell.y].text; for(U32 index = 0; index < mColumnOffsets.size(); index++) { const char *nextCol = dStrchr(text, '\t'); if(mColumnOffsets[index] >= 0) { dsize_t slen; if(nextCol) slen = nextCol - text; else slen = dStrlen(text); Point2I pos(offset.x + 4 + mColumnOffsets[index], offset.y); RectI saveClipRect; bool clipped = false; if(mClipColumnText && (index != (mColumnOffsets.size() - 1))) { saveClipRect = GFX->getClipRect(); RectI clipRect(pos, Point2I(mColumnOffsets[index+1] - mColumnOffsets[index] - 4, mCellSize.y)); if(clipRect.intersect(saveClipRect)) { clipped = true; GFX->setClipRect( clipRect ); } } GFX->getDrawUtil()->drawTextN(mFont, pos, text, slen, mProfile->mFontColors); if(clipped) GFX->setClipRect( saveClipRect ); } if(!nextCol) break; text = nextCol+1; } }4. Insert: same as merge guide
5. Insert: same as merge guide
6. Insert: same as merge guide
7. Insert: same as merge guide
-
Still no luck. Anybody have Steve's save / load system working w/ T3D 3.8?
-
Finally had a chance to do some more investigation.
When I load the game and end up in the black screen mission, I'm being loaded into the "RootGroup" of the scene.
I opened the World Editor and that is what shows up scene tree view (instead of the MissionGroup from the save file).
If I open the saved .mis file from the World Editor, it loads correctly.
-
Well, I have some progress. I put the functions in default.bind.cs (bc I'm not sure how to call them via a keybind if they are in another file). When I'm in a mission and I press the key to save, it creates 2 save files. Odd...
When trying to load (via the console), I get this console error:
getSubStr(...): error, starting position and desired length must be >= 0: (-3, 3)
And the screen is just black with an ammo counter for the pistol and the chat HUD welcoming me.
If I open the save file via the world editor it works great.
-
Thanks. I'll try putting in the defaultbind.cs
-
Hello. I'm wondering if anyone has an updated version of Steve's "Simplistic Save and Load Game System":
http://www.garagegames.com/community/resources/view/21450
I got stuck on which file to place these functions in: function StorePlayerObject(), function SimplisticSaveGame(%missionName), and function SimplisticLoadGame(%missionName)
Or is there another T3D MIT compatible save / load resource?
Thanks.
-
Ah. Good call. Btw, I haven't seen any "buildFiles" for those versions. Do they work with the 2012 solution included with the templates?
-
Would spherical terrain work the same as regular terrain? Ex. collision, placement of objects, terra-forming, scatter sky, etc.
Bc it would be cool to have the ability to create an entire open WORLD!
I wonder how long it would take to drive the Cheetah all the way around... :D
-
I was the guy. ;)
And that's correct. For some reason the 3.8 binaries are no good. You need to compile your own for collision to work with staticShapes, vehicles, and AI players. So grab a copy of MS Visual Studio 2012 Express, compile, and you should be good to go with vehicle mounting.
-
@Jason Campbell
You're welcome. Happy to help.
-
Got it working. I deleted the Cheetah cached dts from the folder before starting up the game. Could that have made a difference?
Anyway, thanks so much for the assistance!
Btw, I posted in the Better Collada Exporter topic for you.
-
Hey Jason: Maybe a previous version is sitting in your Blender addons folder. Check the folder option to view hidden files and follow this path:
C:\Users\(your account)\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons
Once in there look for a folder called "io_scene_dae".
Also, you can check your blender preferences "add-ons" tab; just search for "better" and see if it comes up.
And here's a DB link to the Better Collada Exporter zip file:
https://www.dropbox.com/s/xkwcz8jjt7lojtt/Godot_v2.0.1_stable_better_collada.zip?dl=0
Choose the "install from file" option in the "add-ons" tab in Blender preferences.
-
Doh! Vehicle bugs... Thanks for checking 3.7. I'll try to test tonight as well.
-
Thanks again for taking the time to help! Much appreciated.
The hover vehicle is mountable, but doesn't move (or even seem like it's hovering).
It just sits in the air where I placed it.
Below is the hoverVehicle datablock from the download:
datablock HoverVehicleData(HoverCar) { spawnOffset = "0 0 1"; floatingGravMag = 55.5; category = "Vehicles"; shapeFile = "art/shapes/vehicles/hoverCar/Cheetah_Body.DAE"; emap = true; maxDamage = 1000.0; destroyedLevel = 900.0; //debrisShapeName = "~/data/shapes/player/GRAVTANK.dts"; //debris = ShapeDebris; //renderWhenDestroyed = false; drag = 0.2; density = 0.3; hoverHeight = 3; // Height off the ground at rest createHoverHeight = 3; integration = 4; // Physics integration: TickSec/Rate collisionTol = 0.3; // Collision distance tolerance contactTol = 0.2; // Contact velocity tolerance cameraMaxDist = 10.0; cameraOffset = 5.7; cameraLag = 5.5; explosion = HoverExplosion; explosionDamage = 0.5; explosionRadius = 5.0; rechargeRate = 0.7; energyPerDamagePoint = 75; maxEnergy = 650; minJetEnergy = 165; jetEnergyDrain = 1.3; // Rigid Body mass = 90; bodyFriction = 0.1; bodyRestitution = 0.3; softImpactSpeed = 20; // Play SoftImpact Sound hardImpactSpeed = 28; // Play HardImpact Sound // Ground Impact Damage (uses DamageType::Ground) minImpactSpeed = 29; speedDamageScale = 0.10; // Object Impact Damage (uses DamageType::Impact) collDamageThresholdVel = 23; collDamageMultiplier = 0.030; dragForce = 1.0; // dragForce = 25 / 45.0; vertFactor = 0.8; floatingThrustFactor = 0.5; mainThrustForce = 600; reverseThrustForce = 600; strafeThrustForce = 670; turboFactor = 1.5; brakingForce = 900; brakingActivationSpeed = 30; stabLenMin = 28.50; stabLenMax = 32.50; stabSpringConstant = 38; stabDampingConstant = 28; gyroDrag = 18; // 16 //gyroForce = 50; normalForce = 30; restorativeForce = 1600; steeringForce = 1000; rollForce = 30; pitchForce = 30; dustEmitter = HoverEmitter; triggerDustHeight = 0.5; dustHeight = 1.0; dustTrailEmitter = HoverEmitter; dustTrailOffset = "0.0 -1.0 0.5"; triggerTrailHeight = 2.6; dustTrailFreqMod = 15.0; //jetSound = ScoutSqueelSound; //engineSound = ScoutEngineSound; //floatSound = ScoutThrustSound; //softImpactSound = GravSoftImpactSound; //hardImpactSound = HardImpactSound; //wheelImpactSound = WheelImpactSound; maxMountSpeed = 100; mountDelay = 100; dismountDelay = 1; stationaryThreshold = 0.5; maxDismountSpeed = 0.1; numMountPoints = 2; mountPose[0] = "sitting"; mountPose[0] = sitting; mountPointTransform[0] = "0 0 0 0 0 1 0"; isProtectedMountPoint[0] = false; // softSplashSoundVelocity = 10.0; mediumSplashSoundVelocity = 20.0; hardSplashSoundVelocity = 30.0; exitSplashSoundVelocity = 10.0; //exitingWater = VehicleExitWaterSoftSound; //impactWaterEasy = VehicleImpactWaterSoftSound; //impactWaterMedium = VehicleImpactWaterSoftSound; //impactWaterHard = VehicleImpactWaterMediumSound; //waterWakeSound = VehicleWakeSoftSplashSound; minMountDist = 4; damageEmitter[0] = HoverEmitter; damageEmitter[1] = HoverEmitter; damageEmitter[2] = HoverEmitter; damageEmitterOffset[0] = "0.0 -1.5 0.5 "; damageLevelTolerance[0] = 0.3; damageLevelTolerance[1] = 0.7; numDmgEmitterAreas = 2; splashEmitter[0] = HoverEmitter; splashEmitter[1] = HoverEmitter; checkRadius = 1.7785; observeParameters = "1 10 10"; damageEmitter[0] = LightDamageEmitter; damageEmitter[1] = HeavyDamageEmitter; damageEmitter[2] = DestroyedEmitter; damageEmitterOffset[0] = "0.0 -3.0 0.0 "; damageLevelTolerance[0] = 0.3; damageLevelTolerance[1] = 0.7; numDmgEmitterAreas = 1; explosion = hoverExplosion; //debrisShapeName = "~/data/shapes/explosions/debris.dts"; //debris = hoverDebris; splash = hoverSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.4; splashEmitter[0] = hoverFoamDropletsEmitter; splashEmitter[1] = hoverFoamEmitter; splashEmitter[2] = hoverBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; //runningLight[0] = WildcatLight1; //runningLight[1] = WildcatLight2; //runningLight[2] = WildcatLight3; // shieldEffectScale = "0.9375 1.125 0.6"; }; -
Excellent! Thanks, Jason!
I can now mount the HoverCar... but... it doesn't move :oops:
Any tips on controls?

RPG Dialog resource updated for T3D 3.8
in Gameplay
Posted
Hi. Link is back and working. Sorry about that. I didn't think anyone was interested.
On a separate note, thanks for all your hard work on 3.10! And I enjoy your work blog. Later.