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Everything posted by subabrain
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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
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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
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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!
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hi, sorry i didnt get it :( greetz Robert
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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
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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
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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
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hey - thanks alot for this answer :) i will try to modify 8) edit: yes it seem to work - thx! greetz Robert
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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
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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
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Hi, yes that sounds good - but how can i attach it? thx a lot ;) greetz Robert
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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
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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
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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
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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
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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
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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...
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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
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hi, okay - i will do it with the layer property from the groundcover ;) greetz Robert
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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
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hi, okay - i see... ill give a try - thanks a lot ;) greetz Robert
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ok - i see. thanks!
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hi, i got it: localClientConnection.player ;) greetings Robert
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hi, ah okay - and how can i build a project? Thanks and Greets! Robert
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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
