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Posts posted by subabrain
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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!

"Chrome" Material
in Beginner
Posted
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