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More Platforms, works in 1.5
More Platforms, works in 1.5
| Name: | Ramen-sama | |
|---|---|---|
| Date Posted: | Feb 14, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ramen-sama |
Blog post
Well i updated my psedo resource for platforms players can ride, it's now compatible with torque 1.5.
www.garagegames.com/mg/forums/result.thread.php?qt=57187
go here for a private thread to get the code
The same rules apply. it must be extracted into a stock torque 1.5 working directory.
It will overwrite any exisiting files.
add ../engine/game/pathshape.cc and .h to your visual studio project.
Compile.
Start torque.
Load the stronghold mission.
Theres two platforms in this area.
One acts as an elevator... BUT you must be very careful with this one. there's no collision checking if the player strikes a beam. it will cause issues. This isn't designed to be used as an elevator with vertical hazards like this. so it's there for demonstration purposes.
The other is on the lake.
They are setup to "start" moving on a collision with the player. you can change that however you feel.
For more information on pathshapes, check out the resource for them. however, i'm using a slightly modded version of it. i'd suggest reading the pathshape.cs file and even the source files.
No blog is complete without at least two relevant pictures.


Yes i see the odd shadow on the lake... don't ask me what's up with that.
This 1.5 is new.. so let me know if it doesn't work like it should.
www.garagegames.com/mg/forums/result.thread.php?qt=57187
go here for a private thread to get the code
The same rules apply. it must be extracted into a stock torque 1.5 working directory.
It will overwrite any exisiting files.
add ../engine/game/pathshape.cc and .h to your visual studio project.
Compile.
Start torque.
Load the stronghold mission.
Theres two platforms in this area.
One acts as an elevator... BUT you must be very careful with this one. there's no collision checking if the player strikes a beam. it will cause issues. This isn't designed to be used as an elevator with vertical hazards like this. so it's there for demonstration purposes.
The other is on the lake.
They are setup to "start" moving on a collision with the player. you can change that however you feel.
For more information on pathshapes, check out the resource for them. however, i'm using a slightly modded version of it. i'd suggest reading the pathshape.cs file and even the source files.
No blog is complete without at least two relevant pictures.


Yes i see the odd shadow on the lake... don't ask me what's up with that.
This 1.5 is new.. so let me know if it doesn't work like it should.
Recent Blog Posts
| List: | 02/22/08 - Dynamic Attachment Update - Animated Environments 01/06/08 - Dynamic Attachment to objects 01/03/08 - 3D Painting with Modo 12/25/07 - A* Pathfinding stuffs 02/14/07 - More Platforms, works in 1.5 01/28/07 - Platforms Players can Ride Version 1.1 09/20/06 - Kork's Journey into Lightwave 3D 08/09/06 - More Lightwave stuff. |
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Submit your own resources!| Tom Feni (Feb 14, 2007 at 03:12 GMT) |
But i have no idea how to start.. :)
It seems people are having problems with pathshape not showing up because they forget to add the source files to their project in the compiler.. hence the conobject fail to init.. I know because I did the same thing :)
TomFeni


Edited on Feb 14, 2007 03:30 GMT
| Howard Dortch (May 03, 2007 at 17:05 GMT) |
pathShape.cc
Deprecated: lightManager.h is deprecated and will be removed in the future. Replaced by lightingSystem/sgLightManager.h
../engine\sim/sceneObject.h(665) : error C2146: syntax error : missing ';' before identifier 'smAmbientLight'
../engine\sim/sceneObject.h(665) : error C2501: 'smAmbientLight' : missing storage-class or type specifiers
| Mike Rowley (Dec 25, 2007 at 16:19 GMT) |
There were a few changes between that and 1.5.2
What I did was to use winmerge to merge the lightmanager files with the sgLightManager and it works properly. Just make sure to copy over ONLY the pathshape code.
It works a treat. :)
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