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Everything posted by subabrain
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hi there, ok i think there are more bugs in the gui - f.e. to delete some elements in the scene, to delete it with the options menu (right click) isnt working ... but the good answer is that it works good with reflection :) singleton CubemapData( DesertSkyCubemap ) { cubeFace[0] = "./art/skies/Desert_Sky/cubemap/skybox_1.png"; cubeFace[1] = "./art/skies/Desert_Sky/cubemap/skybox_2.png"; cubeFace[2] = "./art/skies/Desert_Sky/cubemap/skybox_3.png"; cubeFace[3] = "./art/skies/Desert_Sky/cubemap/skybox_4.png"; cubeFace[4] = "./art/skies/Desert_Sky/cubemap/skybox_5.png"; cubeFace[5] = "./art/skies/Desert_Sky/cubemap/skybox_6.png"; }; ... i did this - thanks a lot! Greetz Robert
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hi, thank you very much - now i know that i'm not alone ;) and of course thanks for the answer! ill try :) Thx and greetz Robert
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Hello Duion, Thanks a lot! I think ill try it with the cubemap - but theres one strange thing. If i try to modify the cubemap i cant select the cubemap - its not visible to see the cubemaps - but only with the precompiled version its shown - why that? I dont know what to do - maybe you can help me? Thanks! Greetz Robert
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Hello together, i have a question to you again :P So now i try to make a "chrome" effect material on a shape in torque 3d. Ive read some things but i dont get the key to work. So i have to use shaders but how can i do that - there is no good tutorial about that. Would be nice if you could help me :) Thanks a lot! Greetings Robert
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Hi there, ok i got it now to work -> it works with wind scale on 0 and some changes of grid size ... further i made a modification on my tutorial, so the brushsize and brushtype will change only one time when start "mowing" ;) thanks and have a nice day! Greetz Robert
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Hi, thanks a lot for the answer - ill try to reduce this procedure by stop all not needed parameters like wind and so on ... ill inform you if it helps ;) but thanks anyway ;) Greetz Robert
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Hello, sorry for the long delay - i think it has to do with the painting interval. and it paints the groundcover completely new. so i have to reduce the interval - but i need it :/ Maybe i can reduce the radius of the groundcover (grass) but i think it isnt working ... - maybe you know some way to reduce this "flickering". Thank you very much! Greetings Robert
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Hi there, its been a long time that i posted here my last post. So now its all ok but i have a little question: how can i prevent from flickering the grass while painting with this method? would be glad to here from you :) Thanks a lot - Robert
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Hi there, okay now - i have completed my tutorial about mow a meadow with torque 3d :) so let me know - if it works for you ;) http://blog.beran-solutions.de/2017/10/04/mow-a-meadow-with-torque-3d/ Thanks a lot and have a nice day! Greetings Robert
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Hi there, look here for more information: http://forums.torque3d.org/viewtopic.php?f=12&t=1124&start=20 Thanks! Greetings Robert
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Hello LukasPJ, THANK YOU VERY MUCH! YOURE THE BEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It works GREAT! THANKS! Robert
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Hi there, okay - i think the sorucecode is right now: #include "mow.h" #include "T3D/player.h" #include "T3D/gameBase/gameConnection.h" #include "gui/worldEditor/terrainEditor.h" #include "gui/worldEditor/terrainActions.h" #include "console/simBase.h" #include "console/console.h" #include "terrain/terrData.h" IMPLEMENT_CONOBJECT(mow); void mow::setTerrainMaterial() { //Point3F pos = Point3F(100.0f, 100.0f, 0); Point2F pos = Point2F(100.0f, 100.0f); TerrainEditor *mTerrainEditor = new TerrainEditor(); GameConnection* connection = GameConnection::getConnectionToServer(); Player* playerObject = dynamic_cast< Player* >(connection->getControlObject()); //Point3F pos = playerObject->getPosition(); // Fetch the terrain with a ray-trace. TerrainBlock *terrain = mTerrainEditor->getTerrainUnderWorldPoint(Point3F(pos.x, pos.y, 0)); //Point2F p; GridInfo gi; GridPoint gp; gp.terrainBlock = terrain; // Z-coordinate is not used gp.gridPos = gp.terrainBlock->getGridPos(Point3F(pos.x, pos.y, 0)); GridInfo inf; U32 mat = 1; mTerrainEditor->getGridInfo(gp, gi); inf.mMaterialChanged = true; inf.mMaterial = mat; mTerrainEditor->setGridInfo(inf, true); mTerrainEditor->scheduleMaterialUpdate(); } DefineEngineMethod(mow, setTerrainMaterial, void, (), , "") { object->setTerrainMaterial(); } But i always get an exception with the following code: "**m**" was "0x1CC". okay - maybe you could help. Thanks a lot for all Answers! Greetings Robert
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Hello, thanks for your help - ill try another thing yet - if its not working ill post it here - Thanks! Greetz Robert
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Hello, sorry i tried all but i cannot see any error in the console.log :/ but it crashes! please help ... Thx a lot! Grettings Robert
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hi, ok - ill do it - one moment. greetz Robert
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Hello Guys, okay - i get now made some changes with the above code: first the "mow.cpp": #include "mow.h" #include "T3D/player.h" #include "T3D/gameBase/gameConnection.h" #include "gui/worldEditor/terrainEditor.h" #include "gui/worldEditor/terrainActions.h" #include "console/simBase.h" #include "console/console.h" #include "terrain/terrData.h" IMPLEMENT_CONOBJECT(mow); void mow::setTerrainMaterial() { Point2F pos = Point2F(10.0f, 10.0f); Con::printf("durchlauf"); U32 mat = 1; TerrainEditor *mTerrainEditor = new TerrainEditor(); // Fetch the terrain with a ray-trace. TerrainBlock *terrain = mTerrainEditor->getTerrainUnderWorldPoint(Point3F(pos.x, pos.y, 1000.0f)); F32 squareSize = 2.0; Point2F p; GridPoint gp; gp.terrainBlock = terrain; // Z-coordinate is not used gp.gridPos = gp.terrainBlock->getGridPos(Point3F(pos.x, pos.y, 0)); GridInfo inf; GridInfo gi; mTerrainEditor->getGridInfo(gp, gi); // If grid is already set to our material, or it is an // empty grid spot, then skip painting. if (inf.mMaterial == mat || inf.mMaterial == U8_MAX) inf.mMaterialChanged = true; // Painting is really simple now... set the one mat index. inf.mMaterial = mat; mTerrainEditor->setGridInfo(inf, true); mTerrainEditor->scheduleMaterialUpdate(); } DefineEngineMethod(mow, setTerrainMaterial, void, (), , "") { object->setTerrainMaterial(); } then the "mow.h": #include "console/simBase.h" class mow : public SimObject { private: typedef SimObject Parent; public: mow() { } void setTerrainMaterial(); DECLARE_CONOBJECT(mow); }; and now i run it with the following code in mow.cs: (first i add it to the scriptExec.cs): function mowit() { %obj = new mow(); %obj.setTerrainMaterial(); } okay - now i call the function "mowit" via console in T3D - but it crashes :/ please help! Thank you very much! Greetz Robert
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Hi, now i made a complete new class and make instances from the terrainEditor Object - im writing if it works ... greetz Robert
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Hello Again, this is now my status: void TerrainEditor::mow() { GameConnection* connection = GameConnection::getConnectionToServer(); Player* playerObject = dynamic_cast< Player* >(connection->getControlObject()); Point3F pos = playerObject->getPosition(); // Fetch the terrain with a ray-trace. TerrainBlock *terrain = TerrainEditor::getTerrainUnderWorldPoint(Point3F(pos)); F32 squareSize = terrain->getSquareSize(); Point2F p; GridPoint gp; gp.terrainBlock = terrain; // Z-coordinate is not used gp.gridPos = gp.terrainBlock->getGridPos(Point3F(pos)); GridInfo inf; GridInfo gi; TerrainEditor::getGridInfo(gp, gi); // If grid is already set to our material, or it is an // empty grid spot, then skip painting. S32 mat = 1; inf.mMaterialChanged = true; // Painting is really simple now... set the one mat index. inf.mMaterial = mat; TerrainEditor::setGridInfo(inf, true); TerrainEditor::scheduleMaterialUpdate(); } it should work but i cannot run the Method mow - i have done this already after the method: DefineEngineMethod(TerrainEditor, mow, void, (), ,"") { object->mow(); } i try to run the following command in TorqueScript: ETerrainEditor.mow(); and already added the method in the terrainEditor.h: void mow(); so it seems that the function "mow" couldnt run of course there is NOT an Syntax error because it runs without any errors ... but i dont know fruther :roll: Would be nice if you could help - thx! Greetings Robert
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Hello LukasPJ, THANKS A LOT! ill try it today 8-) Best Regards! Robert
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Hi, thanks a lot - i would give a try - but i dont know what the parameter "Selection * sel" means? thanks! Greetings Robert
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Hi, thanks for your answer :) is there a opportunity to fade out the panels in the editor mode? would be nice to hear from you - thanks a lot! Greetz Robert
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Hello, i just want to check if i can use paint methods in the play mode :) Thanks a lot! Greetings Robert
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Hi there, sorry for my Question ... i try to exec the following function in play mode: ETerrainEditor.autoMaterialLayer(-10000, 10000, 0, 90, 100); now i execute this function in the console window. it doenst work - but if i try in editor mode it works. Maybe u can help me with that - Thanks a lot! Greetz Robert
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Hi there, sorry there are bugs in my tutorial :/ i will fix them shortly!!! Sorry for that! greetz Robert
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Sorry Guys, i had a wrong html entities at my blog - sorry for that! please try with the new one :) and remove the old one ... thanks a lot! PS: if somebody get an error now - just post it and i will help you!
