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Posts posted by SqHd
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@TRON Thank you so much!!! :D
You're a scripting GOD! It works exactly as I was hoping!
(Ammo clips probably have too small a collision mesh.)
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Still haven't figured this out for items / weapons yet.
I'm not sure how to set up the serverCmd function using the "$TypeMasks::ItemObjectType" (that will be used for the "commandToServer" keybinding.
Is it possible to pick them up with a keybind instead of the standard onCollision? Thanks!
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You could try this thread from our forums called:
Blender: Better Collada (DAE) Exporter
Based on the thread it sounds like it has some great DAE export options for animation.
Or this one by our own JeffR:
Blender: Collada Animation export plugin
It's new and in development, but seems to have some promising animation export features.
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@Duion, @Azaezel, and @L3zak: Thanks for the tips, images, and time you spent checking. With your help and a discovery I made (that the level 'visible distance' drastically affects DOF), I was able to see it working and adjust as needed. By setting the visible distance to 100 or 1000, the DOF settings are more noticeable (especially auto-focus). :D
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@Duion: I checked out the desert level, but didn't see any DOF. (It was enabled as you said.)
@L3zak: Thanks for the info. Tried it out, still no DOF.
I must be missing something. When enabled in my own project, all objects (near and far) receive no blur, no matter which one I'm looking at.
(Only time I get blur is if looking at the sky, then everything is blurry - except the sky.)
If there are 3 columns, one near, one in the middle, and one far and I look at the middle column, the other 2 should be blurry.
That's my understanding of DOF. Is that correct?
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@Duion: Cool. I'll check it out. Is it possible to get to the editor to check settings in Ubergame?
@Azaezel: Yes, those are the options I'm talking about.
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Correct. But when enabled, the settings do not change anything.
The only time I notice any difference is when looking at the sky and zooming in the gun sight (which is the default behavior on the included missions).
Figure I am missing something and hoping for some tips. 8-)
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Anybody have a working DoF example?
All I've seen is the empty room mission where you zoom in, look off into the sky, and it blurs everything else.
Thanks.
Specs: Win 10 x64, T3D 3.8
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Great! It would be awesome having this in the current version! Thanks!
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(Solved)
Confirmed. I compiled from source and now there is collision for staticShapes, vehicles, and AI players.
Thanks for the info Azaezel!
Wonder why the pre-compiled exe has an issue...
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I did some more tests. Same results on Win 7 x64.
Btw, I am using the pre-compiled 32 bit exe that is included in the package from the wiki.
Did you compile your own?
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Windows 10 x64 with new project based on Full Template (with 32 bit exe from wiki package) and Torque physics and standard move class. (No engine changes).
You guys were able to collide with and 'hop' in the Cheetah?
I'll try another vanilla project tonight and let you know if I have the same results.
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Recently, I've been playing around with Kaboom and destructible objects. After adding to 3.8, I noticed I could walk and shoot right through them. No collision.
So I tried in 3.7 and collision works. I can't walk through the shapes. And I can shoot them.
Also, I noticed that in the Outpost mission (in 3.8), you can no longer enter the Cheetah by walking into it.
I went back to the Outpost mission (in 3.7) and I was able to drive the Cheetah by colliding with it.
Finally, AI players lack collision as well in 3.8.
I did some reading and it seems like vehicles, players, and staticShapes are all based off of shapeBase.
Anyone know why these types of collisions would be broken in 3.8?
Or is it working as it should and I just need to change some scripting somewhere?
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l was just going to post the same discovery. ;)
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Thanks for testing. (I was hoping it was just some silly oversight on my part... sigh).
I'm working on it now, but with out any console data, it's tough.
Hopefully, I'll have a "Eureka!" moment at some point. :shock:
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Thanks. Let me know how it goes.
It's such a useful add-on, it would be great to keep it compatible with the current version of T3D.
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Hi all.
I'm trying to implement UAISK in T3D 3.8, but it crashes when I click the "New Use Defaults" button in the editor when I try to create a new marker.
(It also doesn't work in T3D 3.7 either.) Confirmed working in T3D 3.5 and 3.6.3.
Anybody know of a code change between 3.6.3 and 3.7 that could cause this? Bc I was surprised it's not working since it's all scripting; no engine changes.
Note: I used the custom install UAISK instructions and these additions: http://www.garagegames.com/community/forums/viewthread/134878 (post #9)
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Thanks for the reminder! Def lots of great stuff on the wiki!
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Thanks for the link. It may be time to learn TorqueScript!
And I've heard of the great Steve Acaster... 8-)
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I'll give it a shot. (Scripting newb here!)
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Thanks. But I'm not sure where to put that code.
Should it be in the serverCmdPickupObject function somewhere?
(Trying to be able to pick up weapons with a keybind instead of collision)
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Thanks the Cookbook script worked great.
Now I just need to figure out how to apply it to weapons and mounting the image in the characters hands.
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Is there an easy way to pick up a weapon or ammo with a keybind instead of on collision?
Currently, when walking over a weapon, it's added to inventory. Also, you can throw the weapon (alt + w) or ammo (alt + a).
Thanks!
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Hi Jeff.
That's correct. Even with the correct spacing, the collada file still needed to go through the conversion work around to get into Blender. (It wasn't too much of a pain since the Autodesk converter allowed for batch conversion.)
Also, I was doing some more digging last night and the collada output files changed (the spacing) with the 3.0 release. This is the release where the DIF interiors and "export DIF interior to collada" were taken out.
Finally, these files (colladaUtils.cpp and colladaUtils.h) didn't mess up the spacing as I had previously assumed. The 2.0 and 3.0 versions are the same.

Solved - Working HoverVehicle
in Beginner
Posted · Edited by SqHd
I've been banging my head against a wall trying to get past hoverVehicle scripts working in current T3D MIT.
The part I'm stuck on is mounting via collision and the controls (haven't made it to that point yet).
I tried adding the "HoverVehicleData" classname to "scripts/server/player.cs" and even created a "vehicleHover.cs" to mimic the "vehicleWheeled.cs".
The hover vehicle drops in the game fine and I can even bump it around with my player.
Sadly, he can't drive it. I'm trying to use the hoverVehicle as boat (since the watercraft resource hasn't been updated).
Any resources out there? Thanks in advance.