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fLUnKnhaXYU

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Everything posted by fLUnKnhaXYU

  1. I think they know about it . I hadnt noticed any problem using 512 until i mixed dark and light images it popped out and I saw the gap . Its just in case someone ,like me , is experimenting using the t3d demo provided images or one of many 512 images available ..
  2. Marauder2K9 , Im not qualified to review it , given that , I enjoy using it a great deal . Several videos which Ive seen show the reviewer more than a little ecstatic with the program .
  3. Here Im using skatter sky and just the skatterskies' sun , and there is no such issue . Perhaps there is some issue with the sun object . Im using v3.9 here so , maybe the sun settings can be adjusted at certain times as a solution ?
  4. so , Id heard from a video that 1024x1024 should be the lowest resolution to use with materialize . Anyway things were looking good then I ran into this . Im not a 100 % certain but it appears to be related to using the program with 512x512 images . In case anyone is not aware . I scaled the image to 1024x1024 with GIMP , re-ran it through Materialize and .it did great .
  5. anybody know ? vewr 3.9 , sky box with time of day , axis tilt is 80 degrees , specular from the sun is showing on the water while the sun is beneath the terrain .
  6. Simple yet elegant , yea? jk . Heres another example of this un-expected vastness . and Ill stop . the man was imported at close to 2 units height . in the scene editor i scaled it 2,000,000 times , moved it to 13,000,000 z-axis ,increased the visible distance to 15,000,000 . its basically an animated static using one of the CMU Hahne motion capture animations ( a playground monkey bar scene ) . the animation plays nicely but theres some of that xray effect you can see around the neck area . .ps :ugeek: I know it is ridiculous Duion the moon in the jungle scene is a material found in the art/skies/night folder of the t3d demo it uses a 512x512 image and it is used as the moon material in he Time Of Day settings . looks nice and bright I really like it . . Thanks for your inputs , enjoyed your conversation on artistic impression , Im sure arteests every where are honored , wish I could emphasize the importance i feel it deserves , alas , The glowing green potato ... it is mysterious , yet...yet...yet...yea.
  7. One mans trash is another mans treasure Duion , Thus I am beholden to your perspective as objective and I thank you and will consider it as well as I can . a couple moon show offs since Im here anyway .
  8. well , ATM Duion , Im simply exploring ideas for transporting that water cube across the terrain , maybe a physics zone along with it I dont know yet . Im sure that you are 100% correct and the planeto can look even better , perhaps you share my desire to see time of day moon to traverse the night sky , with the dynamic lighting of course . I was just surprised by the very large objects I could use and the extent of the visible distance , which I had stumbled across while trying to hide the canvas color using scatterSky . BTW beauty is in the eye of the beholder , isnt it ? im trying here to make some real as hell splash effect . how do like them ? half cylinders 4 faces each 8x8 faces spheres thees are some pics where I used images for the TOD sun corona . .
  9. So , things were as you predicted Duion , the player wouldnt free-fall the player would render on either side of the plantado and even a strange teeth and eyes showing through like X-ray . This pic shows the player hanging in the air.. just a few meters above the surface . I had moved it that close using the gizmo . It was a little worse than it appears the player jitterred around and was difficult to move that close . . So i moved the to where the suface was level with the terrain . and walked upon its surface . yay , mission aborted . the River editor suggestion for the tidal wave sounded like a great idea but it maxxed out at 1000 units wide . This beveled cube is 10000 units wide
  10. Aw Man thats all I needed was some confusion involving numbers . i scaled the 2 units'ish object 1,000,000 x in blender this is 13,000,000 visble distance This is 9,814,929 visible distance . You can see :mrgreen: Duion some non-renderization Duion , The "Wave" diffuse texture is just a temporary normal map texture . there are normal and specular maps used in the image .
  11. This is a very high tide event across the entire terrain . Its like 16 vertices and some scrolling water textures ,
  12. the greenish sphere is a spherical landscape made with blender 2.79 . the object is 2,500 Km across and is placed 11,412 Km up . the sky is scattersky . the object behaves as any other object and is currently using visible surface for collision . I haven't achieved landing on it yet . I dropped my player way above it but the free-fall would've taken days , I think ..the color is just a color material and there is no animation . i encountered this bad screenshot issue right after adjusting these post fx settings , the good screenies were made after re-starting the level and applying the saved preset.from the postfx manager I then made several screenshots with no issue .but havent yet tried after applying the post fx at mission start up from file . Ill do that next .
  13. Jason , If you're willing to look through this then , thank you and , certainly , have at it . Its mostly cut/copy/paste which accounts for any resemblance to any sort of professionalism . Id like to add that , for the models , I closely followed the deploy-able turret example to get a working AI turret , which I showed-off in the show-off forum recently , and from that , this example . If you'd like , Ill put together a couple pictures of the modelling process and hierarchy tree . I'm still working on it to see what it does and doesn't need in order to work . //-------------------------------------------------------------------------------------------------------------------------- datablock ItemData(Panther_mainGun) { // Mission editor category category = "Weapon"; // Hook into Item Weapon class hierarchy. The weapon namespace // provides common weapon handling functions in addition to hooks // into the inventory system. className = "Weapon"; // Basic Item properties shapeFile = "art/shapes/weapons/panther_mainGun/panther_MainGun.DAE"; mass = 1; elasticity = 0.2; friction = 0.6; emap = true; // Dynamic properties defined by the scripts pickUpName = "pantherTankMainGun"; description = "player tank Turret"; image = panther_mainGunImage; reticle = "crossHair"; }; //====================================================================== //==============================================================WEAPON IMAGE WHICH WILL BE MOUNTED datablock ShapeBaseImageData(Panther_mainGunImage) { // Basic Item properties shapeFile = "art/shapes/weapons/panther_mainGun/panther_mainGun.DAE"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 1;//============================================IF I RECALL CORRECTLY , iM HAVING AN ISSUE WITH THIS , MY NODE ON //==============================================================THE TURRET IS WEAPONMOUNT0 YET IF THIS PROPRTY IS SET TO 0 THE //==============================================================WEAPON MOUNTS TO THE TURRET ORIGIN AND , SET TO 1 , IS MOUNTING TO //==============================================================WEAPONMOUNT 0 , SO ??? firstPerson = true; // When firing from a point offset from the eye, muzzle correction // will adjust the muzzle vector to point to the eye LOS point. // Since this weapon doesn't actually fire from the muzzle point, // we need to turn this off. correctMuzzleVector = false; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; class = "WeaponImage"; // Projectile and Ammo ammo = BulletAmmo; projectile = TurretProjectile; projectileType = Projectile; projectileSpread = "0.01"; // Weapon lights up while firing lightColor = "0.992126 0.968504 0.708661 1"; lightRadius = "4"; lightDuration = "100"; lightType = "WeaponFireLight"; lightBrightness = 2; // Shake camera while firing. shakeCamera = false; // Images have a state system which controls how the animations // are run, which sounds are played, script callbacks, etc. This // state system is downloaded to the client so that clients can // predict state changes and animate accordingly. The following // system supports basic ready->fire->reload transitions as // well as a no-ammo->dryfire idle state. useRemainderDT = true; // Initial start up state stateName[0] = "Preactivate"; stateTransitionOnLoaded[0] = "Activate"; stateTransitionOnNoAmmo[0] = "NoAmmo"; // Activating the gun. Called when the weapon is first // mounted and there is ammo. stateName[1] = "Activate"; stateTransitionOnTimeout[1] = "Ready"; stateTimeoutValue[1] = 0.5; stateSequence[1] = "Activate"; // Ready to fire, just waiting for the trigger stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "Fire"; // Fire the weapon. Calls the fire script which does // the actual work. stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.1; stateFire[3] = true; stateRecoil[3] = ""; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateSequenceRandomFlash[3] = true; // use muzzle flash sequence stateScript[3] = "onFire"; stateSound[3] = CheetahTurretFireSound; stateEmitter[3] = TurretFireSmokeEmitter; stateEmitterTime[3] = 0.025; // Play the reload animation, and transition into stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateWaitForTimeout[4] = "0"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 1.2; stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; //stateEjectShell[4] = true; // No ammo in the weapon, just idle until something // shows up. Play the dry fire sound if the trigger is // pulled. stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; // No ammo dry fire stateName[6] = "DryFire"; stateTimeoutValue[6] = 1.0; stateTransitionOnTimeout[6] = "NoAmmo"; stateScript[6] = "onDryFire"; }; //----------------------------------------------------------------------------- datablock TurretShapeData(panther_Turret) { category = "Turrets"; // shapeFile = "art/shapes/cheetah/cheetah_Turret.DAE";` shapeFile = "art/shapes/weapons/panther_Turret/panther_Turret_a2.DAE"; rotationZ = "0 0 0 0"; maxDamage = 70; destroyedLevel = 70; explosion = GrenadeExplosion; simpleServerCollision = false; //scanNode = "scanPoint"; //aimNode = "aimPoint"; zRotOnly = false; // Rotation settings minPitch = 15; maxPitch = 45; maxHeading = 360; headingRate = -1; pitchRate = -1; // Scan settings //maxScanPitch = 90; //minscanpitch = 75; //maxScanHeading = 315; //maxScanDistance = 450; //trackLostTargetTime = 2; //maxWeaponRange = 350; weaponLeadVelocity = 0.0; accufire = 0; // Weapon mounting numWeaponMountPoints = 1; weapon[0] = panther_mainGun; weaponAmmo[0] = AITurretAmmo; maxammo[bulletAmmo] = 100; weaponAmmoAmount[0] = 10000; maxInv[turret] = 1; maxInv[panther_mainGun] = 1; maxInv[AITurretAmmo] = 10000; //MOUNTING mountPose[0] = "sitting"; //=========================================i JUST COPIED THE AI TURRET SCRIPT AND THESE STATES ARE FROM IT //=========================================LEFT LIKE THIS SEEMS TO HAVE NO BAD EFFECT . ALL OF THEM CUT OUT //=========================================IS GOOD , INCLUDING THE DESTROYED STATE (7). i DESTROYED THE TURRET //=========================================AND IT SEEMED TO BEHAVE NORMALLY AND FADED OUT . DONT KNOW IF THERES //=========================================ANY USE FOR ANY OF THESE FOR THE TURRETSHAPE . // Initial start up state stateName[0] = "Preactivate"; stateTransitionOnAtRest[0] = "Scanning"; stateTransitionOnNotAtRest[0] = "Thrown"; // Scan for targets stateName[1] = "Scanning"; stateScan[1] = true; stateTransitionOnTarget[1] = "Target"; stateSequence[1] = "scan"; stateScript[1] = "OnScanning"; // Have a target stateName[2] = "Target"; stateTransitionOnNoTarget[2] = "NoTarget"; stateTransitionOnTimeout[2] = "Firing"; stateTimeoutValue[2] = 2.0; stateScript[2] = "OnTarget"; // Fire at target stateName[3] = "Firing"; stateFire[3] = true; stateTransitionOnNoTarget[3] = "NoTarget"; stateScript[3] = "OnFiring"; // Lost target stateName[4] = "NoTarget"; stateTransitionOnTimeout[4] = "Scanning"; stateTimeoutValue[4] = 2.0; stateScript[4] = "OnNoTarget"; // Player thrown turret stateName[5] = "Thrown"; stateTransitionOnAtRest[5] = "Deploy"; stateSequence[5] = "throw"; stateScript[5] = "OnThrown"; // Player thrown turret is deploying stateName[6] = "Deploy"; stateTransitionOnTimeout[6] = "Scanning"; stateTimeoutValue[6] = 2.5; stateSequence[6] = "deploy"; stateScaleAnimation[6] = true; stateScript[6] = "OnDeploy"; // Special state that is set when the turret is destroyed. // This state is set in the onDestroyed() callback. stateName[7] = "Destroyed"; stateSequence[7] = "destroyed"; }; //----------------------------------------------------------------------------- //==================================================================THE VEHICLE ///****************** datablock wheeledVehicleData(BGGerman_tank) { category = "vehiclesTracked"; className = "TANK"; shapefile = "art/shapes/mywhatever/battleground/tank/german/panther.dae"; emap = true; maxDamage = 1000.0; destroyedLevel = 0.85; maxSteeringAngle = 0.5;// Maximum steering angle tireEmitter = tankTireEmitter;// All the tires use the same dust emitter //mountPose[0] = "sitting"; numMountPoints = 2; //TurretObj = turret_t2; TURRETObjNode = 5;//=========================================WHICH NODE TO MOUNT THE TURRET TO //===================================IN THE ONADD FUNCTION THE TURRET IS MOUNTED TO THIS NODE //-----CAMERA canObserve = true; cameraDefaultFov = 90.0; cameraMinFov = 5.0; cameraMaxFov = 120.0; cameraMaxDist = 2; observeParameters = "0.5 4.5 4.5"; //3rd person camera settings cameraRoll = false;// Roll the camera with the vehicle cameraMaxDist = 10.0;// 4 Far distance from vehicle 20 cameraOffset = 0.0;// 4 Vertical offset from camera mount point 10 cameraLag = 1;// Velocity lag of camera cameraDecay = 1;// Decay per sec. rate of velocity lag shapeName = "Tank"; //Rigid Body mass = 550.0;//40 massCenter = "0.0 0.0 -0.5";// Center of mass for rigid body// 0 0 1 massBox = "3.0 9.0 4.0";// Size of box used for moment of inertia, // if zero it defaults to object bounding box drag = 0.6;// Drag coefficient bodyFriction = 0.03;//0.6 0.2 bodyRestitution = 0.04;//0.2 minImpactSpeed = 10.0;// Impacts over this invoke the script callback softImpactSpeed = 2.0;// Play SoftImpact Sound hardImpactSpeed = 15.0;// Play HardImpact Sound integration = 4;// Physics integration: TickSec/Rate collisionTol = 0.1;// Collision distance tolerance contactTol = 0.1;// Contact velocity tolerance speedDamageScale = 1.0; //Engine engineTorque = 1000.0;// Engine power 60 engineBrake = 500.0;// Braking when throttle is 0 350 20 brakeTorque = 750.0;// When brakes are applied 100 maxWheelSpeed = 21.0;// Engine scale by current speed / max speed //Energy directDamage = 1000.0; radiusDamage = 10.0; damageRadius = 10.0; impulse = 600.0; pushforce = 80.0; pushEnergyDrain = 0.0; maxEnergy = 30.0; jetForce = 8000.0; minJetEnergy = 5.0; jetEnergyDrain = 1.0; //Sounds jetSound = t2tankThrustSound; engineSound = t2tankEngineSound;//CarEngineSound squealSound = t2tankSquealSound; softImpactSound = t2tankSoftImpactSound; hardImpactSound = t2tankHardImpactSound; wheelImpactSound = t2tankWheelImpactSound; //MOUNTING mountPose[0] = "sitting"; mountPose[1] = "sitting"; // mountPose[2]= "sitting"; //mountPose[3] = "sitting"; // mountPose[4]= "sitting"; //mountPose[5] = "sitting"; // mountPose[6]= "sitting"; //mountPose[7] = "sitting"; numMountPoints = 1; isProtectedMountPoint[0] = FALSE; //values to pass to player on mount mountGui = "mountvehiclet2ctrl"; keymap = "vehiclekeymap1"; // vehmountnodedatablock[0] = "G1_Veh_Ob_Tnk_2Hv_PDr"; //ANIMATIONS //anim[0] = "trkfwdlow"; //anim[1] = ""; //anim[2] = ""; //anim[3] = ""; }; //============================================================================================================== // ONADD FUNCTION function BGGerman_TANK::onAdd(%this, %obj) { Parent::onAdd(%this, %obj); %obj.setWheelTire(0,bg_tank_Tire); %obj.setWheelTire(1,bg_tank_Tire); %obj.setWheelTire(2,bg_tank_Tire); %obj.setWheelTire(3,bg_tank_Tire); // Setup the car with some tires & springs for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--) { %obj.setWheelPowered(%i, true); %obj.setWheelSpring(%i, bg_tank_Spring); } // Steer with the front tires %obj.setWheelSteering(0, 1); %obj.setWheelSteering(1, 1); //========================================================================CREATE AND ATTACH THE TURRET TO THE OBJECT echo("\c4TURRET OBJECT BEING MADE IN PANTHER SERVER SCRIPTS"); %obj.turretObj = new TurretShape()//==================================CREATE THE TURRET { respawn = "0"; static = "0";//1 rotate = "1"; isAIControlled = "0";//0 dataBlock = "panther_turret";//======================================which turret to use // position = "-795.576 -691.737 251.621"; Rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; entranceThread = "-1"; invAITurretAmmo = "10000";//=====================================add ammo to the inventory invTurret = "1"; MOUNTABLE = "1";//===============================================allow the player to mount onto the turret }; echo("\c2GERMAN TANK TURRET OBJ = " @ %obj.turretobj);//==========this verifies to me that the object has been //========================================================================created successfully %obj.mountobject(%obj.turretobj, %this.turretObjNode);//========MOUNT THE NEW TURRET TO THE OBJECT %obj.turretobj.setimageammo(0,1);//============================load the weapon image mounted at //========================================================================weaponmount0 , loaded = 1(true) //========================================================================***MIGHT BE WORTH NOTING THAT I HAD TO NAME //========================================================================THIS MOUNT "WEAPONMOUNT0" , "WEAPONMOUNT_0" //========================================================================DID NOT WORK , }
  14. T3D version 3.9 Ive just encountered this situation could someone explain What is happening here ? When in 3rd person POV , the turret gun seems to be firing in the reverse direction . 1st person , player not mounted , but turret is the control object . 3rd person , turret is the control object player mounted to turret , 1st person player mounted 3rd person
  15. although merely a single plane , the trees have collision and small ledges . even though Ive encountered an issue concerning the player controlled turret theyre working nicely in 1st person in these pics . 1st person , player not mounted , but turret is the control object . player mounted to turret , 1st person My problem involves third person firing . Ill post about it in the C++ forum . That sorta concludes my little show-off episode . I guess no one noticed the Marx Battleground trees and destroyed building . It was meant to be a little joke as theyre probably the most famous plastic toy soldiers type of things But oh well then , hope you enjoyed it ..
  16. T3D ver 3.9 windows 7 I dont know if this classifies as a bug or not but just in case . These first 2 pictures are made using the print screen function in windows , not the screen shot function in T3D . There are 2 AiPlayers moving in a navmesh . The pictures show the difference if made during Ai movement or during Ai standing still . Ai not moving . Ai moving freecamera mode Ai not moving freecamera mode Ai moving This one shows the nice T3D function , screen shot , made while moving . This is not an important issue for me , I just happen to notice and thought Id mention it here .
  17. here are a couple more pictures i have of these , These are 2 AiPlayer on a navmesh following my player
  18. Duion , NekoDemon117 , Those trees are just 1 quad planes . I might make a criss-crossing model with 2 quads ., Caleb , Im glad that you like it . Im having more and more fun with it as I continue to learn ..
  19. Although the turrets in the first pictures are non-functioning , heres a picture of an aiTurret mounted to a wheeled vehicle . That mounted weapon is the cheetah double barrel turret . This is how I plan to set up the 2 toy tanks to work
  20. Duion , Its whatever comes with v3.9 binary . Those are playerClass human characters and tanks are wheeledVehicle . Though everything here is quite basic , a root and run animation , mount zero for vehicle pilot and collision boxes . You can see the Cheetah tires , I'm going to keep the visible wheels and axles to represent the old plastic toy look .
  21. This shows-off a little fun Ive been having while learning T3D V3.xx , this is v3.9 . The models use only a diffuse color and a normal and specular map , for now . The human characters are made using with MakeHuman v 1.1.1 and use the BVH armature for motion cature animations , such as CMU Hahne Conversion , then exported to DAE with Blender 2.79 . Normal maps and the like are made with GIMP 2.8 and the InsaneBump plug-in . I thought that maybe someone would get a kick out of it for some reason .
  22. I was suggesting that you experiment with the function in the console window . As far as writing a CS file , to my knowledge (which is not very much) You can write any sort of script file and arrange them any way you want or need . This link is to readthedocs dot com torque3d 3.5 , its very helpful . https://readthedocs.org/projects/torque-3d/downloads/ BTW your screenies in the other thread are nice Im looking forward to seeing the progress .
  23. I think that you should be able to mount a particle to an existing node if the particle exists . just create any particle , get the ID in the inspector window then do the mountObject method .
  24. couple of exerpts from readthedocs manual . mount0-31 You can have up to 32 mount nodes that is used to mount objects to the character . %obj.mountObject(%obj2, mountNode);
  25. Bishop , I like what youre doing and appreciate you sharing the progress with it . In the editor select your player and get the ID number then , in the console type- IDnumber.geteyepoint() . If you get the answer you need the theres no problem with your player object . If you get an error then theres probably something wrong with the model / armature . The problem you mentioned could be in accessing the object ID with the function your using for the raycast . Id suggest making sure you are getting that ID number by just using an echo just before the get eyepoint or whatever method and check the result , you can also echo the eyevector etc... . BTW I think youd set that $objectID at player onAdd . Then it change as you add respawned players .
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