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subabrain

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Everything posted by subabrain

  1. Hello, first - thanks alot for your help - i did the steps you told. Its working like you said. but how can i get these arguments in the method: void PaintMaterialAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type) ? Okay - gn8 ;) Greetz Robert
  2. i think this is the key - but how to execute this method? i tried to make an instance and all the method ... but whats with the arguments? please help me -.- Greetz Robert
  3. Hello Guys, sorry for the long delay but i dont get it :/ i tried all things - to manipulate the c++ methods and try to search for solutions but i dont get it! i now get it to execute c++ functions with torque 3d but they dont get it to run -> for example: --------------------------------------------------------------------------------------------------------------------------- grass.cpp #include "grass.h" #include "console/simBase.h" #include "console/console.h" #include "gui/worldEditor/terrainEditor.h" #include "gui/worldEditor/terrainActions.h" IMPLEMENT_CONOBJECT(grass); void grass::set_grass() { TerrainEditor *edit = new TerrainEditor(); edit->autoMaterialLayer(-10000, 10000, 0, 90, 100); } --------------------------------------------------------------------------------------------------------------------------- grass.h #ifndef _SIMBASE_H_ #include "console/simBase.h" #include "gui/worldEditor/terrainEditor.h" #endif class grass : public SimObject private: typedef SimObject Parent; public: grass() { grass::set_grass(); } virtual ~grass() {} virtual void set_grass(); DECLARE_CONOBJECT(grass); };--------------------------------------------------------------------------------------------------------------------------- And the TorqueScript: grass.cs function grasses() { %obj = new grass(); %obj.set_grass(); } --------------------------------------------------------------------------------------------------------------------------- okay - but i just need to now how i can paint the material on a certain position :roll: please help me - thx a lot! Greetings - Robert!
  4. hi, sorry i didnt get it :( greetz Robert
  5. hi, okay now i found out how to call a c++ method from torquescript. Now i only have to execute the PaintMaterialAction::process method - but im sure to find it out ;) greetz Robert
  6. hey there, i stuck a little bit :P i want to call the method "PaintMaterialAction::process" from torquescript. so now i took the following in the c++ code: DefineEngineFunction(tesla, void, (), , "") { PaintMaterialAction::process; } and the following to the torquescript: DefineEngineFunction( tesla, void, (),, "" ) { echo("test"); } so this is not working. what do i made wrong? Thanks a lot and gn8 ;) Robert
  7. hi there, okay i made an output from the method and when i press the mouse button while painting. So its the right thing :) but i have troubles to be able to execute this function by torquescript ... i read some things but i dont know if im right .. would be nice i you could help me (maybe i will find it out faster) :P :) Thanks a lot for your help! Regards - Robert
  8. hey - thanks alot for this answer :) i will try to modify 8) edit: yes it seem to work - thx! greetz Robert
  9. yes thats the point - theres nothing shown in the console or somewhere else in torsion when i do the paint in the terrainpainter :/ okay but i hope we will get it ;) thanks alot - i try to search the "terrainEditor.ed.cs" again :) greetings Robert
  10. Hello again :P as i wrote: Sorry that im disturbing you :/ but i know how to set the position of the brush... i tried to paint through the command Azaezel shows ... but maybe someone could tell me how i get this right? i tried to make the player position to the brush one - thats working ... i hope you could help me a last time ... would be nice - THANKS! Greetings Robert
  11. Hi, yes that sounds good - but how can i attach it? thx a lot ;) greetz Robert
  12. okay here a explanation for what i need this function ;) i want to mow a meadow with a ride-on mower i have all but i dont know exactly what can i do in this case. i have a few ideas - do something with the footstep or with triggers or - what i think is the best way - the terrain-painter (call from script). So thanks a lot for the answer - but im new to torque maybe you could explain a bit more - so i can understand ... okay now you know why i need this :) greetings Robert
  13. hi there, sorry i want to apologize! but i just tried everything and thats really hard to know that im new to torque engine and nobody can help. please dont understand this wrong ... so thanks anyway! greetings Robert
  14. Hello, im very happy to see that someone has answered. THX! So i just want to make the same like the terrain painter but from the script. I had an idea - set very much triggers and give them an groundlayer :( but it is not realizable .. i need the command to "paint" the terrain texture from the brush from "terrain painter" somewhere in the map ... okay i hope someone could help me :) Thanks alot! Greetings Robert
  15. hi there, sorry i cant get it :( please help me i just need the command to create a material like the terrain painter. i dont get further ... its really important for me. greetings Robert
  16. hey guys, i find out something good... thats how you an set the brush (for painting etc.): ETerrainEditor.setBrushPos(getWord(%curPos, 0) + %x, getWord(%curPos, 1) + %y); and get the brush: %curPos = ETerrainEditor.getBrushPos(); now i just need to "paint" on the brush position... - maybe you can help me? Thank you very much! Greetz Robert
  17. hi, okay - i have an other plan now. Im trying to get the function, which is there for control the paint action from the terrain painter. But i tried almost all functions and i dont know how the function is :( Please help a last time :) Greetings Robert PS: hopefully the error of your forum is not good for hackers...
  18. Hi again, okay - i have a plan now how to do it. 1. ill create triggers in the torque 3d world editor as big as the groundmaterials should be (first problem i need over 1000 trigger points). 2. then i add a groundtexture via terrain painter tool in each trigger square (second problem i need over 1000 terrainmaterials). 3. ill give them the layer 0 with full height groundcover. 4. now if i enter the trigger the layer 0 there will be another groundmaterial and so another groundcover. okay - ill tested this - its working. maybe you can give me some tips how it will be better? :roll: okay - thanks alot! Greetings Robert
  19. hi, okay - i will do it with the layer property from the groundcover ;) greetz Robert
  20. hey there, sorry for awake this thread - but its important for me ... how can i use the "position" Member of GroundCover Object? is there any way to do it with a workaround? If not ill try with areas .. okay - would be nice if you know something about :) Thanks a lot! Greetings Robert
  21. hi, okay - i see... ill give a try - thanks a lot ;) greetz Robert
  22. hi, i got it: localClientConnection.player ;) greetings Robert
  23. hi, ah okay - and how can i build a project? Thanks and Greets! Robert
  24. Good Morning, its me again :P i have a simple but important question ... wheres the torque toolbox now? i want to publish my game in the future but i didnt see anything like that in the project manager.... thanks a lot for answers :) greetings and have a nice day! Robert
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