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Gibby

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Everything posted by Gibby

  1. Gibby

    OfflineLPV test

    As an artistic practice, I try to spend 3-4 hours of every week working on my level design skill, in the same fashion that I practice my musical instruments and my martial arts. I find that as an artist, if I push myself away from what I'm obsessing over and work on something randomly different I see things with a fresh perspective. As of late, I've been using that time to try out game engines I've not worked with before but this week, I thought I would try out the offlineLPVs that AndrewMac, Jeff Raab and others have been working on. I setup the branch, imported some basic T3D assets and an hour or so later came up with this. The effects are much like the 'b' in 'subtle' but you can see the effect on the computer screens starting at about :10. The emissive textures for the screens are, well, emmisive and you can see the subtle effect of SSAO as well. I wanted to see for myself how quickly I could emulate that glowy grungy look of Unreal, and without too much work got pretty close with this new tool: v2FOZ_R51b0 This is with a single R,G,B and gold light in the bunker and additional layers on the textures for the 'glowy bling'. Would still need texture work, zone/portal et., but not too shabby for a lunch hours' worth of playing around...
  2. FWIW [code2=groovy] 7gKYT5NpZeg// your video number [/youtube[/code2]
  3. Well in any event, it enabled me to get the submarine playable. I'm having to re-rig it to get some other functionality enabled, will post a blog detailing the rigging and video of it in action...
  4. yeah, sure is, trying to figure out how to do that correctly...
  5. ummm, can someone explain how I can embed my youTube vids in BBCode? :geek:
  6. Oh duh, kinda missing a big piece... ...and yeah works like a charm, thank you!!!
  7. Greets All: I have a network-friendly submarine nearly finished but have an issue with waterblocks for which I've searched the net as well as the source code to solve: I have a waterblock in my level: new WaterBlock(theOcean) { gridElementSize = "5"; gridSize = "5"; density = "1"; ...blahblahblah then in my commands.cs, I need to find the surface height so I do it like this: ...blahblahblah if(isObject(theOcean)) { %id = theOcean.getID(); %surface = %id.getSurfaceHeight(); echo("water block id: "@%id@" surface level is: "@%surface); } ...blahblahblah which gives me a console error: Unknown command getSurfaceHeight in line 134 in waterBlock.h, I see in the public: virtual F32 getSurfaceHeight( const Point2F &pos ) const; and this same code is in waterPlane and river - yet i can't seem to get a surfaceHeight from anything in the waterObject class- what am I missing?
  8. @Jason Campbell: Thanks for this! Mind if I include it in my upcoming resource? Every pilot needs a shotgun ;) Would you care to share how you used the Lurker anims? I thought to do the same as you've done here by adding my weapons to the existing anims, given that I'm still learning MAX and am not quite up to doing the anims from scratch.
  9. while I'm a DIY guy, and an old school torquer, might I remind you all that: 0 * 0.05 = 0; At the end of the day, if your open source game doesn't ever get released because you've spent all your time and resources on engine tech, the MIT license has become a moot point...
  10. Gibby

    Impact system

    @LukasPJ: Thanks so much! I'll have 'show-off' pics soon!
  11. Gibby

    Impact system

    @LukasPJ: Exactly!!! :twisted:
  12. Great to see you here, Q!
  13. taming the collisions between vehicles and terrain in T3D can be a downward spiral. The same problems affect space, water, hover and vtol vehicles as well - adding this change to vehicle.cpp around line 1212 solves most of these issues: //---------------------------------------------------------------------------- /** Update the physics */ void Vehicle::updatePos(F32 dt) { PROFILE_SCOPE( Vehicle_UpdatePos ); Point3F origVelocity = mRigid.linVelocity; //-->>[HNG] Vehicles // Update internal forces acting on the body. mRigid.clearForces(); updateForces(dt); if (!mRigid.atRest) mRigid.integrate(dt); //<<--[HNG] Vehicles // Update collision information based on our current pos. bool collided = false; if (!mRigid.atRest) { collided = updateCollision(dt); // Now that all the forces have been processed, lets // see if we're at rest. Basically, if the kinetic energy of // the vehicles is less than some percentage of the energy added // by gravity for a short period, we're considered at rest. // This should really be part of the rigid class... if (mCollisionList.getCount()) { F32 k = mRigid.getKineticEnergy(); F32 G = sVehicleGravity * dt; F32 Kg = 0.5 * mRigid.mass * G * G; if (k < sRestTol * Kg && ++restCount > sRestCount) mRigid.setAtRest(); } else restCount = 0; } //-->>[HNG] Vehicles // Integrate forward //if (!mRigid.atRest) // mRigid.integrate(dt); //<<--[HNG] Vehicles // Deal with client and server scripting, sounds, etc.
  14. Gibby

    Impact system

    @LukasPJ: 'Nother question: Is it possible to mount an impactCone to an object? i'd like to attach one to a rocket to simulate the thrust exhaust...
  15. Gibby

    Tweening

    @LukasPJ: Can you help me with something? I have the old 'deathball desert' turrets working entirely in script. The only thing I've lacked has been a way to smooth out the movement. I'd like to use a Tween for this, but I'm not sure I'm setting it up correctly. here's my little function: function aimTurret(%turret) { %target = %turret.target; echo("stationTurretTrigger::aimTurret %turret "@%turret@" target "@%target); if(isObject(%target)) { echo("stationTurretTrigger::aimTurret %target valid"); %turretPos = %turret.getPosition(); %tgtPos = %target.getPosition(); // this function returns the rotation '%rot' needed to point the turret at its target %rot = pointToPos(%turretPos, %tgtPos); if(%turret.tween !$= "") { %turret.tween.delete(); %turret.tween = ""; } %turret.tween = new Tween() { Duration = 1; // This is in seconds. Target = %turret; // Any SimObject. ValueName = "r"; // "r" for rotation? ValueTarget = %rot; // should I be placing the destination rot value here? EaseDirection = $Ease::Out; // This is just the stock easing values. EaseType = $Ease::Circular; // Again, this is a stock thing, I didn't implement the $Ease enum. }; echo("stationTurretTrigger::aimTurret %tween: "@%turret.tween); %turret.tween.play(); // need an 'onFinished' call here to fire the weapon... } } My other question is how to setup the 'onFinished' call - I want to pull the turret's trigger as soon as the tween is finished...
  16. Gibby

    Hey there

    Bienvenidos, homie!
  17. Gibby

    Tweening

    @LukasPJ: per your suggestion adding this at line 22, exactly as in Impact, worked! virtual void interpolateTick( F32 delta ) {}; virtual void processTick() {}; ...I'll have to edit the video tonight after work but I've setup a scripted turret using the 'deathball desert' shapes - nice 'n fun...
  18. Gibby

    Impact system

    @LukasPJ: AHHHH YEAH! Thank you so much for sharing this...
  19. Gibby

    Tweening

    @cybore: what you want is this: http://www.garagegames.com/community/forums/viewthread/137542
  20. Gibby

    Impact system

    Ah Snap! I'd commented those changes out troubleshooting and forgot to uncomment them. I got past the previous error, now I get: 16> Creating library ../../../game/Vehiculo363_DEBUG DLL.lib and object ../../../game/Vehiculo363_DEBUG DLL.exp 16>DOTImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) 16>Impact.obj : error LNK2019: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) referenced in function "public: class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > & __thiscall std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >::assign(char const *)" (?assign@?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV12@PBD@Z) 16>AOEImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) 16>BoxImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) 16>ConeImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) 16>CubeImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::interpolateTick(float)" (?interpolateTick@Impact@@UAEXM@Z) 16>DOTImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>Impact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>AOEImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>BoxImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>ConeImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>CubeImpact.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall Impact::processTick(void)" (?processTick@Impact@@UAEXXZ) 16>../../../game/Vehiculo363_DEBUG DLL.dll : fatal error LNK1120: 2 unresolved externals AOETmpact didn't have an include for IPScore, so I think I may have a different problem - any ideas?
  21. Gibby

    Impact system

    @Lukas: Tried using your suggestion but Cone, Cube and BoxImpact all have the same error: c:\torque\363_vehiculo\my projects\vehiculo363\source\t3d\impacts\boximpact.cpp(37): error C2039: 'initBoxSearch' : is not a member of 'SceneContainer' 16> c:\torque\363_vehiculo\engine\source\scene\scenecontainer.h(138) : see declaration of 'SceneContainer' Are there other changes I need to make?
  22. Gibby

    Tweening

    @Lukas: Thanks!
  23. Gibby

    Impact system

    Do I need this to make it work? from ConeImpact: #include "T3D\fx\ImprovedParticle\IPSCore.h"
  24. Gibby

    Tweening

    Lukas: I got this error trying to compile: 16>c:\torque\363_vehiculo\engine\source\console\consoleobject.h(620): error C2259: 'Tween' : cannot instantiate abstract class 16> due to following members: 16> 'void ITickable::interpolateTick(F32)' : is abstract 16> c:\torque\363_vehiculo\engine\source\core\itickable.h(113) : see declaration of 'ITickable::interpolateTick' 16> 'void ITickable::processTick(void)' : is abstract 16> c:\torque\363_vehiculo\engine\source\core\itickable.h(117) : see declaration of 'ITickable::processTick' 16> c:\torque\363_vehiculo\engine\source\console\consoleobject.h(620) : while compiling class template member function 'ConsoleObject *ConcreteClassRep<T>::create(void) const' 16> with 16> [ 16> T=Tween 16> ] 16> c:\torque\363_vehiculo\my projects\vehiculo363\source\t3d\tween.h(61) : see reference to class template instantiation 'ConcreteClassRep<T>' being compiled 16> with 16> [ 16> T=Tween 16> ] did I need to change consoleObject?
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