-
Posts
314 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Articles
Docs
Gallery
Posts posted by Bloodknight
-
-
I dont know how much this adds https://github.com/yourarcade/T3D.WheeledVehicleResource
But @Jason Campbell seems to have the best approach, the steering angle is for the front wheels to turn, but you could use that same data to apply to your steering wheel itself either via animation or literally rotating the object on its mounted axis. Add a scale if needed (which you might) and you are done
-
OK, crashing was a merge oversight that caused a distraction for a day or two. so mea culpa on that one.
-
Exploring item 2 and disabling the BB addon to remove that particular issue
Right-click options are still misbehaving, however, I've got a repeatable pattern, trying to use 'group' triggers an exception
https://i.imgur.com/cHoPI9H.png
GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag *** Initial Control Object *** Control Object Changed Mapping string: to index: 15 Linux Compatibility Warning: postFx.hlsl != postFX.hlsl Window focus status changed: focus: 1 E:\BKS_Projects\TorqueLands\Engine\source\console\consoleObject.cpp(178,0): {Warning} - Couldn't find class rep for dynamic class: menubar tools/worldEditor/scripts/menus.ed.cs (113): Unable to instantiate non-conobject class menubar. tools/worldEditor/scripts/menus.ed.cs (161): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (161): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (190): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (190): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (204): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (204): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (232): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (232): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (249): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (249): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (266): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (266): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (281): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (281): Unable to find object: '0' attempting to call function 'insert' tools/worldEditor/scripts/menus.ed.cs (296): Unable to find object: '0' attempting to call function 'getCount' tools/worldEditor/scripts/menus.ed.cs (296): Unable to find object: '0' attempting to call function 'insert' Executing tools/worldEditor/gui/ToolsPaletteGroups/init.cs. Executing tools/worldEditor/gui/ToolsPaletteWindow.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/ConvexEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/DecalEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/ForestEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/MeshRoadEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/NavEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/RiverEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/RoadEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/ShapeEditorPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/TerrainEditPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/TerrainPainterPalette.ed.gui. Executing tools/worldEditor/gui/ToolsPaletteGroups/WorldEditorPalette.ed.gui. Executing tools/worldEditor/gui/WorldEditorTreeWindow.ed.gui. Executing tools/worldEditor/gui/WorldEditorInspectorWindow.ed.gui. Executing tools/worldEditor/gui/WorldEditorToolbar.ed.gui. Executing tools/worldEditor/gui/TerrainEditToolbar.ed.gui. Executing tools/worldEditor/gui/TerrainPainterWindow.ed.gui. Executing tools/worldEditor/gui/guiTerrainMaterialDlg.ed.gui. Executing tools/worldEditor/gui/TerrainBrushSoftnessCurveDlg.ed.gui. Executing tools/worldEditor/gui/TerrainPainterToolbar.ed.gui. Executing tools/worldEditor/gui/ToolsToolbar.ed.gui. Executing tools/worldEditor/gui/EditorSettingsWindow.ed.gui. Executing tools/worldEditor/scripts/editorSettingsWindow.ed.cs. Executing tools/worldEditor/gui/GeneralSettingsTab.ed.gui. Executing tools/worldEditor/gui/ObjectEditorSettingsTab.ed.gui. Executing tools/worldEditor/gui/AxisGizmoSettingsTab.ed.gui. Executing tools/worldEditor/gui/TerrainEditorSettingsTab.ed.gui. Executing tools/worldEditor/gui/CameraSettingsTab.ed.gui. Executing tools/worldEditor/gui/ObjectSnapOptionsWindow.ed.gui. Executing tools/worldEditor/scripts/objectSnapOptions.ed.cs. Executing tools/worldEditor/gui/TransformSelectionWindow.ed.gui. Executing tools/worldEditor/scripts/transformSelection.ed.cs. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Could not create a description for binding: + tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Could not create a description for binding: + tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/convexEditor/convexEditorSettingsTab.ed.gui. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing art/forest/brushes.cs. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/meshRoadEditor/meshRoadEditorSettingsTab.gui. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/navEditor/NavEditorSettingsTab.gui. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/riverEditor/RiverEditorSettingsTab.gui. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/roadEditor/RoadEditorSettingsTab.gui. tools/worldEditor/scripts/EditorGui.ed.cs (321): Unable to find object: '0' attempting to call function 'getItemCount' tools/worldEditor/scripts/EditorGui.ed.cs (339): Unable to find object: '0' attempting to call function 'addItem' Executing tools/shapeEditor/gui/ShapeEditorSettingsTab.gui. tools/worldEditor/scripts/EditorGui.ed.cs (484): Unable to find object: '0' attempting to call function 'getItemCount' Linux Compatibility Warning: particleEditor != particleeditor tools/worldEditor/scripts/EditorGui.ed.cs (840): Unable to find object: '0' attempting to call function 'insert' Linux Compatibility Warning: treeview != treeView Linux Compatibility Warning: treeview != treeView tools/worldEditor/scripts/undoManager.ed.cs (52): Unable to find object: '0' attempting to call function 'setItemName' tools/worldEditor/scripts/undoManager.ed.cs (53): Unable to find object: '0' attempting to call function 'setItemName' tools/worldEditor/scripts/undoManager.ed.cs (55): Unable to find object: '0' attempting to call function 'enableItem' tools/worldEditor/scripts/undoManager.ed.cs (56): Unable to find object: '0' attempting to call function 'enableItem' tools/worldEditor/scripts/menus.ed.cs (388): Unable to find object: '0' attempting to call function 'attachToCanvas' tools/worldEditor/scripts/EditorGui.ed.cs (822): Unable to find object: '0' attempting to call function 'checkRadioItem' Time spent in toggleEditor() : 0.922 s Mapping string: SetEditorCameraPlayer to index: 3 tools/worldEditor/scripts/EditorGui.ed.cs (822): Unable to find object: '0' attempting to call function 'checkRadioItem' Mapping string: SetAmmoAmountHud to index: 16 Mapping string: EditorOrbitCameraSelectChange to index: 4 Received info request from a master server [iP:198.101.240.242:28002]. GuiTreeViewCtrl::showItemRenameCtrl - invalid item id '-1' Exception thrown at 0x00007FF658B26D70 in DarkPrincipality_DEBUG.exe: 0xC0000005: Access violation reading location 0x00007FFE5AF02758.
-
https://github.com/GarageGames/Torque3D/issues/2195
Jeff has done some work to repair some of the issues.
There are still some issues remaining
1) The semi-random crash that occurs when a popup menu isn't dismissed correctly.
The thread 0x6eac has exited with code 0 (0x0). tools/base/menuBar/menuBuilder.ed.cs (157): Unknown command removeFromMenuBar. Object BTEditPopup(20180) BTEditPopup -> MenuBuilder -> PopupMenu -> SimObject Exception thrown: read access violation. **this** was 0xFFFFFFFFFFFFFFFF.
2) The scene editor right-click menu is still acting as described.
3) currently my build is crashing just trying to open the worldeditor
tools/worldEditor/scripts/EditorGui.ed.cs (840): Unable to find object: '0' attempting to call function 'insert' Exception thrown at 0x00007FF7181F07E0 in DarkPrincipality_DEBUG.exe: 0xC0000005: Access violation reading location 0x00007FFF1A917EC8
-
Good info, i pasted the git config into sourcetree terminal and that did the job
Thanks Timmy :)
-
In VS2017 there is a way to install the VS2015 toolset, however, i'm not sure how to access this directly. I'm assuming there's VS 2015 developer command prompt to build manually. Maybe somebody with better command and knowledge of the VS toolset will be able to chip in with more details, this should at least save having to fully install VS2015.
-
This was partially cleared up for my by @Azaezel, in this instance seems it takes the classnames from the source, which of course has the case set in C++ and then looks for that file withe the case set.
As a weird and additional note, fixing this isnt actually as trivial as one might think...
Attempt 1 windows refused to rename the file the same name with a different case, presumably this is because of lack of case sensitivity and in its mind, me making zero changes.
attempt 2, rename all files something different in a different folder, then copy the files over the original, same problems as above
attempt 3, delete all the damn files copy over the correctly capitalised files to the folder
yay, job done.... no...
git refuses to acknowledge changing of the name to capitalised, presumably because of the OS issue of lack of case sensitivity *sigh*
-
you realise this is a year old thread you answered?
Also your version of cmake must be different to mine, I have to run cmake twice if I want a 32-bit and 64-bit build
-
There is quite a lot of science behind FOV settings, in practice, this should be able to be set by default using discoverable data regarding platform and screen size particularly. In general, it's a first-person game problem, other game types don't have the same, of course, years of evolution later gamers have turned the science into an exploit and constantly widen the FOV so they can see more. Ideally (or at least for MP games) the server should set some form of max but I've no idea how the heck you'd get the server to enforce client rendering.
As for the original resource, I've always been of the opinion that some of these settings should be held in a separate configurable file rather than hard-coded into the script functions/datablocks.
-
I'm trying to eliminate all errors and warnings from my log file, because why not right?
so anyway, I find a bunch of these warnings, now the problem is that none of the image files are being referenced directly from the script files. which confused me for a while.
then I find this little beast EditorIconRegistry::loadFromPath() which appears to be auto capitalising the first letter of every filename, I took a brief look into the source but that proved unhelpful.
It appears that this auto capitalisation comes from the platform itself and I really have no idea how to stop this short of forcing some kind of toLower() within the function and forcing people to make sure that the files are all forced lower case.
-
If compression is causing problems stop using compression after all this is why in general we stopped using jpegs, and DDS files come with uncompressed options. Compression is only one of the handful of different advantages you get from using DDS it will still likely be a net gain using uncompressed DDS over PNGs.
I suspect that given the interest in reflections with a chrome effect then quality probably trumps performance in this particular case, its been a while since I read about DDS skymap formats, but i seem to recall there being a number of benefits to using them anyway. I'll see if I cant refind the page... I probably bookmarked it :)
-
Im in a somewhat similar boat, except i already messed with t3d a little, however i only got uebergame to work and use it as my base for now.
Building from source neither mainline t3d nor uebergame worked for me, the bug already had been reported however.
more details are required...
Most compiler time bugs are fixed pretty quickly, afaik the only bug that ubergame shares with the main repo on the master branch is the VS2017 issue, which is fixed here -> Github PR #2039
-
the grass gets rendered every render tick, mostly because it's animated, perhaps you could add a flag so that it skips most of the cycles while painting so that it only updates every few seconds. I'm not sure how one would fix this permanently since groundcover is now the only method of adding grass, but poke around in the render bins and see what you can do.
-
waiting is almost always the wrong choice since there is always another update around the corner that you like the look of.
As far as PBR, from what I understand upgrading from current isn't a terrible path, and porting some work youve already done to a newer version is never really as difficult as most people think it is since rarely are the API changes so drastic as to make it so (unless you work on apple stuff and they depricate an entire language).
get stuck in and get prototyping, you will still learn how the engine ticks :)
-
ok, so found the culprit... partly
this is the critter that's writing the data to the shape.cs file, my tinkering so far hasn't helped much since all it does is take the data that's already been collected and tries to write it in a correct format, the issue seems to be that the data is a stack and it just outputs the stack in a pseudo formatted manner.
-
I won't argue that as an engine it is far easier to build an FPS type game because of both its roots and its direction in the past, and yes the tutorials reflect that. As far as animations go I am a long way from being an expert it seems to me upper body vs lower body animations and blending seem to be the simplest and most widespread requirement regardless of the game type, that includes FPS, RPG, RTS, even action adventure, though these are fairly non-descript terms really; I'll stick to my original comment that animations are an artists domain, not a job for a coder or designer.
Tutorials notwithstanding, pretty much every game type has been done using torque in the past, so its pretty capable even if it does require tweaks here and there, but that's to be expected regardless of engine type or game type. Unless your action adventure contains some really 'out there' concepts I'm not sure you'd need to do masses of work to get the game running.
-
the entity/component system is not really worked into the development branch yet, its still being worked on by Jeff.
In the meantime, you can push different action maps to provide context keymapping at almost any point you need to and pop them off again when you are done, there are of course design choices as well as pros and cons for each but I'm guessing you've at least covered the basics in your plans. At the very least you need an 'escape' key to interrupt your current action so that you can interact with whatever else is happening (even the most dedicated fisherman isn't going to ask an orc to stop attacking while he reels in a fresh bite)
Aso for animations, generally they are locked in until you specifically tell it to do another animation (enter stage left an entire discussion regarding blended animations).
You can tie these two things together, with context along with scheduling (for such things as mining different ores take different times to mine for example).
While entity/components are on the way these things are still possible with the engine in its current configuration, how well it works still depends on your animators' abilities to blend them in and out of each animation, and even with entity/component this is not likely to change a great deal
-
I came, I saw, I failed...
function DiceCubeDts::onLoad(%this) { %this.setDetailLevelSize("0", "600"); %this.addMesh("detail500", "./DiceCube2.dts", "DiceCube 0"); %this.addMesh("detail400", "./DiceCube3.dts", "DiceCube 0"); %this.addMesh("detail300", "./DiceCube4.dts", "DiceCube 0"); %this.addMesh("detail200", "./DiceCube5.dts", "DiceCube 0"); %this.addMesh("detail100", "./DiceCube6.dts", "DiceCube 0"); %this.setMeshSize("Detail 100", "105"); %this.setMeshSize("Detail 105", "110"); %this.setDetailLevelSize("110", "100"); %this.setMeshSize("Detail 100", "150"); %this.setMeshSize("Detail 150", "160"); %this.setMeshSize("Detail 160", "170"); %this.setMeshSize("Detail 170", "180"); }I'm not entirely sure what the shape editor uses to write the shapefile, I found this function DefineTSShapeConstructorMethod( writeChangeSet but trying to trace its contents and the details proved difficult, it appears to read in the current file and add a set of changed data to the end of the file. I have yet to track the source of this data, and I suspect changing this behaviour to something sensible is probably going to be even more complicated.
-
singleton TSShapeConstructor(DiceCubeDts) { baseShape = "./DiceCube.dts"; }; function DiceCubeDts::onLoad(%this) { // Sets the size of the baseshape %this.setDetailLevelSize("0", "600"); // This works /* %this.addMesh("DiceCube 2", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "500"); %this.addMesh("Dicecube 2", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "400"); %this.addMesh("Dicecube 2", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "300"); %this.addMesh("Dicecube 2", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "200"); %this.addMesh("Dicecube 2", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "100"); */ // This also works /* %this.addMesh("DiceCube2", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "500"); %this.addMesh("Dicecube2", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "400"); %this.addMesh("Dicecube2", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "300"); %this.addMesh("Dicecube2", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "200"); %this.addMesh("Dicecube2", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "100"); */ /** * the above two methods create the name+detail using the addMesh() * it then replaces the +detail part using setDetailLevelSize(old, new) * * They essentially create the following methods * It appears that names are arbitrarily irrelevent, but there must be a name. */ // This works too //%this.addMesh("DiceCube 500", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); //%this.addMesh("Dicecube 400", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); //%this.addMesh("Dicecube 300", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); //%this.addMesh("Dicecube 200", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); //%this.addMesh("Dicecube 100", "art/shapes/dice/DiceCube6.dts", "DiceCube 0"); // This works too //%this.addMesh("DiceCube500", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); //%this.addMesh("Dicecube400", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); //%this.addMesh("Dicecube300", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); //%this.addMesh("Dicecube200", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); //%this.addMesh("Dicecube100", "art/shapes/dice/DiceCube6.dts", "DiceCube 0"); // This works too // I think this method best reflects the actuality of whats going on %this.addMesh("detail500", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); %this.addMesh("detail400", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); %this.addMesh("detail300", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); %this.addMesh("detail200", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.addMesh("detail100", "art/shapes/dice/DiceCube6.dts", "DiceCube 0"); // This Crashes (waahhhhh) /* %this.addMesh("500", "art/shapes/dice/DiceCube2.dts", "DiceCube 0"); %this.addMesh("400", "art/shapes/dice/DiceCube3.dts", "DiceCube 0"); %this.addMesh("300", "art/shapes/dice/DiceCube4.dts", "DiceCube 0"); %this.addMesh("200", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); %this.addMesh("100", "art/shapes/dice/DiceCube5.dts", "DiceCube 0"); */ } -
ok, so, the problem was caused in part by an older guide from the GG forums which no longer works as specified in the thread there This thread in case anybody is interested.
Another issue was the slight inconsistency in how the editor itself works, in that it has used both of the 'working' methods for writing to the file, this should probably be looked at at the same time as addressing the path writing bug.
-
The problem with MIT, well one of the problems is in part the discussions regarding where the licence goes, the assumption that the licence file *must* be included inside each and every code file is not accurate, while i'm pretty sure there are lawyers somewhere with an opinion nobody really cares enough to test opensource licences in court apart from the tiny minority of butthurt GPL zealots, so the reality is that anybody with a 'definitive' answer is not necessarily correct.
Having seen various MIT projects in the past, with just a single licence in the root folder, and others with licences in subfolders, its probably fair to assume that if you make a derivative model or texture you can just licence the whole package/subfolder under MIT.
TBH the fastest way to actually find out how varied the opinions are about this, as well as 'relicensing' which as near as I can understand is removing one licence and adding a new one in its stead is to post something that is/was MIT and tell everyone it is now CC-BY-SA which as far as I can tell is the closest licence to MIT, it allows commercial use and keeps the licence chain going.
-
@Jason Campbell
Firstly thanks for taking the time to look at this, I used your file and it works fine, which means I at least have a working reference while finding and posting and possibly fixing the other issues around this particular problem.
Secondly, ignore Duion, he has been attacking me for days over this issue because his path is the one true path of righteousness and everybody who does it different is wrong.
The point being there is still an error in the process well maybe 3 potentially
1) The fact that the file that was written is malfunctioning, this is a bug and needs to be fixed.
2) The fact that it works when according to what I understand from the documentation as written it shouldn't (all but 1 detail level is the same in the script unless the level is just an irrelevant label)
3) The fact that the file writing is inconsistently ordered
Despite Duions continuing mission to dump on everything I do; this issue is relevant because the process is identical regardless of whether the meshes are in one file or multiple files and resetting or tweaking LOD distances and values vis script is far more efficient than just sending the files back to the artist for trivial non-art based changes.
-
OK, so first time playing with shape editor in any real way since I've never really needed to before now.
I've created a series of models to test with Download Here
Now, all appears to work perfectly well
Exhibit 1

Exhibit 2

exhibit 3

saving the result outputs the following file
singleton TSShapeConstructor(DiceCubeDts) { baseShape = "./DiceCube.dts"; }; function DiceCubeDts::onLoad(%this) { %this.setDetailLevelSize("0", "999"); %this.addMesh("DiceCube 2", "DiceCube2.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "400"); %this.addMesh("200", "DiceCube3.dts", "DiceCube 0"); }adding a 4th LOD (also edited the upper size so that the main dts pops in easier)
exhibit 4

singleton TSShapeConstructor(DiceCubeDts) { baseShape = "./DiceCube.dts"; }; function DiceCubeDts::onLoad(%this) { %this.setDetailLevelSize("0", "800"); %this.addMesh("DiceCube 2", "DiceCube2.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "400"); %this.addMesh("200", "DiceCube3.dts", "DiceCube 0"); %this.addMesh("DiceCube 2", "DiceCube4.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "100"); }BUT.....
exiting the mission and reentering the mission results in console errors
exhibit 5

editing the file to add full paths to the files results in asserts
exhibit 6

And this is as far as I have gotten so far this evening, some obvious issues are the writing of the file is inconsistent
%this.addMesh("DiceCube 2", "DiceCube2.dts", "DiceCube 0"); %this.setDetailLevelSize("2", "400");vs
%this.addMesh("200", "DiceCube3.dts", "DiceCube 0");for what is effectively the same operation
manually editing the file seems to have either no effect (more console errors) or similar asserts as exhibit 6.
-
As I recall the 65k limit was per mesh and you can have multiple meshes per model. also iirc the T3d->collada pipeline auto manages this somehow or at least did do in the early days.
You will probably have to tweak the navemesh quite a lot, create a specific navmesh for the building with different settings since the default settings are not building friendly. You can then link multiple navmeshes via the link settings (dont recall the actual name but it should be in the documentation)







Bad Behaviour is behaving badly
in General
Posted
This is to replace the other thread that has misdirects and errors.
Problem: Bad behaviour editor was malfunctioning and now crashes almost constantly, having had a different crashing issue with everything masked and confused the issue, @JeffR has already done some fixes to restore functionality.
Since I understand the gui building code so little i'm posting my log tails here as a reference so that those who do, can see whats up.