Horsepack TGEA port, Seawolf Submarine progress
by Stefan Beffy Moises · 07/06/2007 (11:38 am) · 8 comments
Hey folks,
yesterday I found some time to port the Horsepack over to TGEA - I have uploaded the new zip containing an "engine_TGEA" folder and the materials.cs file in the "data/shapes/horse" folder to the 3D-Diggers shop - please re-download it from your account page in the shop if you've already purchased the pack.
As the player class in TGEA, it lacks footpuffs, splashes and footsteps, that just isn't implemented in TGEA yet it seems... but it should work and be usable with TGEA now :) No fancy shaders or anything yet, but we might add those in the future... have fun! For testing you can use the TGEA starter.fps port!
Here is a pic:
And while I was at it, I've also started porting the upcoming "Seawolf" Submarine pack to TGEA... still has some problems like detecting the water height and no sight in first person view when underwater etc., but I'll resolve those issues in the next days I guess :)
Here are some pics, too:

Laters! :)
yesterday I found some time to port the Horsepack over to TGEA - I have uploaded the new zip containing an "engine_TGEA" folder and the materials.cs file in the "data/shapes/horse" folder to the 3D-Diggers shop - please re-download it from your account page in the shop if you've already purchased the pack.
As the player class in TGEA, it lacks footpuffs, splashes and footsteps, that just isn't implemented in TGEA yet it seems... but it should work and be usable with TGEA now :) No fancy shaders or anything yet, but we might add those in the future... have fun! For testing you can use the TGEA starter.fps port!
Here is a pic:
And while I was at it, I've also started porting the upcoming "Seawolf" Submarine pack to TGEA... still has some problems like detecting the water height and no sight in first person view when underwater etc., but I'll resolve those issues in the next days I guess :)Here are some pics, too:

Laters! :)
#2
The Water stuff is a bit funky due to the Bounds Box and some functions not being totally reimplemented, but got some of it working this past week if you want, feel free to email and I'll shoot you over my waterblock and you can pick and choose
07/06/2007 (11:00 pm)
Footprints are simple to get working, but sounds per material is a bit different (in case wanted particular sounds for horse on interior pieces or such).The Water stuff is a bit funky due to the Bounds Box and some functions not being totally reimplemented, but got some of it working this past week if you want, feel free to email and I'll shoot you over my waterblock and you can pick and choose
#3
07/07/2007 (6:30 am)
'You can bring a horse to water...' Nice stuff :-P
#4
07/09/2007 (7:58 am)
Stefan, if you get that "water height detection" problem worked out I would appreciate seeing how you did it. I ran into the same problem when implementing some player "swim" functionality in TGEA.
#5
I have "backported" WaterBlock::getSurfaceHeight() and am using that in "waterFind()" instead of
"wbox.max.z".... I can't post the code here, if you need more details, please drop me an email.
07/10/2007 (10:36 am)
@Mark: the problem seems to be the worldbox calculation in TGEA (its higher than the real water surface position) - that leads to a wrong calculation of sWaterCoverage ... I had to change the "waterFind(SceneObject* obj,void * key)..." method for my submarine class... I guess you are using that method in ShapeBase / Player? (it's commented out by default).I have "backported" WaterBlock::getSurfaceHeight() and am using that in "waterFind()" instead of
"wbox.max.z".... I can't post the code here, if you need more details, please drop me an email.
#6
07/11/2007 (10:14 am)
Email sent. BTW you missed adding AtlasObjectType to the sCollisionMoveMask at the top of horse.cpp. It kind of surprised me when I popped in my first horse and he fell right through my Atlas terrain! ;)
#8
03/12/2008 (12:31 pm)
Can you explain more in depth how you get the water to detect collision. Because I need to play animations and sound when my character touches water.
Torque Owner DodongoXP
cheers