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adambeer

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Posts posted by adambeer

  1. Hello everyone, I am looking for a 3D artist to work with me over the span of a couple weeks doing some animation and a small amount of modeling/texturing. I am looking to get nicer more fluid animations for some running zombies (using the zombie pack rig), as well as some spider animations. If this is something you (or someone you can recommend) is capable of, please shoot me an email at adamb[at]ignition-games[dot]com.


    This is a paid position and I am only looking for 1 person to start right away.


    Thanks!

  2. Thank you very much for that! Currently Im using this code:

     

    %normal = getWords(%building.getTransform(), 0, 2);
    %normalN = vectorNormalize(%normal);
    %axis = VectorCross(%normalN, "0 0 1");
    %angle = mACos(vectorDot(%normalN, "0 0 1"));
    %rot = %axis SPC %angle;
    
           // get the world position of the click
           %pos = getWords(%building.getTransform(), 0, 2);
    
    // Reposition the building
    %building.setTransform(%pos SPC %rot);
    

     

    The first line I have with the normal just using the position is because the object im trying to align to is a sphere at 0 0 0, so I thought it was safe to assume that the vector from 0 0 0 to the building position would be just the position.


    My code seems to work fine for the most part but the alignment is a bit off and when a building is closer to the bottom of the sphere it seems to get squished and disfigured. Not sure whats causing that but Ill try using your method above to see if it works better and fixes that issue.

  3. Any idea where I could remove the truncation? This particular game in working on is single player so im not too concerned with whatever issue the truncation was trying to resolve. If you do happen to remember how to get around this let me know! Thanks!

  4. Im not sure if Ive ran into a bug here with the setText() method for guiTextCtrl but I am using one as a currency display and when I am adding larger numbers the text gets messed up.

     

    function increaseCurrency(%amount)
    {
    %dollars = someScriptObject.currency;
    %current = %dollars + %amount;
    currencyTextGui.setText("$" @ %current);	
    }
    

     

    So I call something like this:

    currencyTextGui.setText("$" @ 1532500*2);


    and the result that gets printed looks like this:

    $3.065e+006


    Am I doing something wrong here? This is with stock 3.6.2.

  5. Im trying to align a building properly on a sphere surface and am having trouble with the code behind it. I know the ProxMine does something like this when its deployed, but thats in source code. I looked there and cant seem to figure out the script conversion. Heres whats in source:

     

    // Align to deployed surface normal
      MatrixF mat( true );
      MathUtils::getMatrixFromUpVector( normal, &mat );
      mat.setPosition( pos + normal * mObjBox.minExtents.z );
    
      delta.pos = pos;
      delta.posVec.set(0, 0, 0);
    
      ShapeBase::setTransform( mat );

     

    Anyone have any ideas on how to do this?

  6. If I used an external non-T3D based server for player to connect to, I would for sure use the HTTPObject or TCPObject. I actually use the HTTPObject to communicate with a web server using PHP to handle my database communications for Undead Shadows. This method is also an option but have found that this can be slow. It could just be the web host i'm using though.

  7. Thanks for the reply Andrew! I would be using the server instances for strictly database communication and permissions checking. The clients will basically be a camera and a large set of GUI elements.


    I have never used the TCPObject to connect to an external server that isn't a Torque instance, any advice for that? I know that at this point I'm stepping outside T3D a little bit but would this custom written server just need to listen on a port? Also Im sure theres some sort of protocol I'd have to follow to be able to talk between T3D and some external server?


    The commandToClient/Server functions are basically all I would need to send stuff back and forth so I'm sure its not that complicated?

  8. Hey guys, Im starting to plan a new game and its going to require the ability to have possible large amounts of players at once. The game will have clients run basically in single player while connected to an external server that will handle updating of a database and authoritative functions. I have played around with Torque before and stripped it down to be just a bare-bones connection object where no mission is loaded and commandToClient/Server were really the only things utilized. My main question is how many client connections can T3D handle in this fashion?


    I plan to use Amazon EC2 to host these server instances and scale them as I need. I'm not sure if this is the most effective way to go about connecting to a "master server" for cheat-checking and database communication but I have experience this way and at this point its good enough for a prototype. Would using this system be production worthy, or would it be better to write a custom application the T3D clients connect to?

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