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LukasPJ

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Posts posted by LukasPJ

  1. It's not supported, and haven't been updated for a while. I think it's worth the money if you are gonna do a lot of TorqueScripting, but you can live without it.


    There are some alternatives here but afaik, Torsion is still the best option for scripting.

  2. It's bound into the engine like a web of wtf's and glue.


    Ripping it out is pretty hard and no one has done it so far. Adding another language on top of TorqueScript is what people usually do.

  3. Some other weird thing, when I use this "setMoveDestination"

     

    Bob.setMoveDestination(LocalClientConnection.camera.getTransform()); // This work fine
    Bob.setMoveDestination(Dirk); //This not... "bob" go to the edge corner of the terrain.

    If I echo the dirk position and passed to bob, like this:

    bob.setMoveDestination(123 123 123);

    bob go to the position.


    This was a test on t3d 3.7rc. If I do this tutorial on t3d 3.6.3 works fine (rapid fire not just once) even has sound when you load ammo or shoot. With 3.7rc don't have this sound.


    Maybe is a update going on related to this?

    The issue here is that:

    Bob.setMoveDestination(Dirk);

    Tells Bob to move to coordinate "Dirk" which will probably be parsed as: "Dirk 0 0" which is wrong. You have to use:

    Bob.setMoveDestination(Dirk.getTransform());

    --

    I don't know what's going on with the trigger image. Are you sure you gave him enough ammo?

  4. Ah yes, that looks like you used the first link and didn't see the small button at the top of the screen. Doesn't suprise me, it's hard to notice.


    Issues is you have to open the file in draw.io, which you can do at the top of the screen. Only difference between that one and the image, is that if you open it in draw.io you are able to edit it and get the latest version etc.

  5. A few things was ruined but I attached the diagram as a .png to this post.


    Just to make sure, as I don't see how you'd only see the boxes and not any text, you don't mean that you want all the classes listed right? Because this was just to give you an overview of the architecture.


    Example of how it should look:

    http://i.imgur.com/ZGoM2i2.png


    The Graphical User Interface box is just there for giving an idea of the context.


    GuiControl is a base class within the Graphical User Interface context, and the cloud describes that there is a bunch of derivative classes of GuiControl.

    492698242_Torque3Darchitecture.thumb.png.f7ac8db694f4eebd03b15d0a308f2be1.png

  6. You didn't complain about anything so I assume the diagram fulfilled your needs. :P

     

    hahah well really not but I suppose you have some other stuff to do. I thought you were going to put the names not only the box hahaha :lol: Anyway if you can't, I will figure out.

    What names are you speaking of? Could you give an example? I named all the classes in the diagram. I won't mind altering it to accommodate what you had in mind

  7. The environmental editors are pretty good.. River and forest editors... Other than that it's really a case of the license. Torque doesn't have any technical advantage over UE4.. If anything it'd be the networking, that's pretty solid.

  8. Idea: when the .tasset is generated, couldn't it allow for some easy optional optimizations too?


    E.g. merging some textures together in the different channels, conversion to .dds etc.

    Conversion to .dds is something a lot of people forget or don't know to do, but it improves loadtime and memory usage.

    And merging textures together was specifically minded on terrain textures, where you could have normal and parallax map in seperate files and then merge them together when generating the .tasset. Could also allow for flipping the axis, so you don't have to do that manually. This would help import for non-artists.

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