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SqHd

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Posts posted by SqHd

  1. 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.

  2. 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!

  3. @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

  4. @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?

  5. 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-)

  6. 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

  7. 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?

  8. 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:

  9. 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)

  10. 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.

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