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delete me please..............

by Berserk · 09/07/2007 (6:51 pm) · 26 comments

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• delete me please..............
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#1
09/08/2007 (12:42 am)
Hey,

Quote:I'm also seeking for advice on "PhysX for TGE" resource. Do I better integrate that, or install the ragdoll pack?

PhysX wont yet give you ragdoll effects, but it will give you awsome physics effects on other objects.
#2
09/08/2007 (1:21 am)
Awesome list! :P
Looking forward to it.
#3
09/08/2007 (5:12 am)
Well, this is not just a list. I'm integrating resources, and afterall, _together_.
I was warned about incompatibilityes, but I need this functionality in my project, so I had to (at least) try.
Meanwhile, I need help with resources I had troubles with. Has anybody used them before? Add feedback!

Thanks however.

Bye, Berserk.
.
#4
09/08/2007 (6:15 am)
I'm including a diff I made with WinMerge. If you wish to try this, just apply the diff.
I still have to upload my ultramod folder, wich includes scripts and assets to use with the modifyed .exe

Bye, Berserk.
.
#5
09/08/2007 (11:11 am)
I can't download the diff.

It takes me to a site that's in another language. (Italian?)
#6
09/08/2007 (2:40 pm)
Yes, that is. I apologyze, direct file linking don't always work with Altervista.
However, you'll find a link to the file download in the opening page, at the very bottom.
Try this one instead.

Bye, Berserk.
.
#7
09/08/2007 (9:31 pm)
Berzerk Would be be interestd in getting some of this stuff working in TGEA for me? Contact me I would like to talk to you about it. If you are interested my email is james@pixollusion.com. This would save me a lot of time But, My project is using TGEA. I would compensate you for your work.
#8
09/09/2007 (10:18 am)
Little blog update: My dumbness continues showing itself, in fact I just added about half of the melee fighting resource in the wrong file.
Other than this, I plan on adding a global include containing preprocessor #defines and re-walk all the resources, adding #ifdef resResourceName and #endif in every code modification I made.
This way I could de-activate resources by adding a single comment in the global header.
Upon finishing this, I'll also encourage resources author doing in a similar way for theyr resources.
Edit: I was forgotting, I'll do the same with the script files, with a $resResourceName bunch inside a script called from main.cs

The new METoDyCo is right behind the corner now. Just the time I compile, rewalk, finish and make all this working and I'll start on that.

James, I sent you an email.

Bye, Berserk.
.
#9
09/09/2007 (3:51 pm)
Ok, time for another update. I made to have the entyre mod back working, except now I got compilation errors wich made me comment out a bunch of code.
Now I can't use the mouse to control my player - maybe this is just a problem with default.bind.cs however.
And I see bounding boxes even if I leave out the editor.

I would like to send this new patch to someone, the code is still there but everything erroneous has been commented out - works, but not perfectly.
Can some experienced programmer lend a hand here?

Thanks in advance for any help.

Bye, Berserk.
.
#10
09/12/2007 (12:49 am)
With the moveable items comment, "Unable to destroy items", what do you mean? Items as such cannot be destroyed. Since this resource is an extension of the existing items class, then you wouldn't be able to destroy them. Try using a different kind of object.

G'luck!

Robert
#11
09/14/2007 (4:20 pm)
I'm quite sure that as a subclass of the shapebase, the item objects inherit all of the same damage handling routines. All the "Moveable, Destroyable, Mission Area Aware ITEMS" resource does (in relation to item destruction) is tell the projectile that it should call the shapebase damage routines when it impacts an itemObjectType. It does not actually include any example script for a destroyable item.

The item being hit needs to have a routine that decides how to respond. The easiest way to do this is through the item datablock's "damage" function (NOT onDamage - that's called by applyDamage ... ).

If all you want to do is have an item that goes away when shot, try this:

function yourItemTypeDatablock::damage(%this, %obj, %col){
   echo("Ouch! you shot me!");  // obviously - this is not needed
   %obj.delete();
}

The shapebase has several console script functions for handling damage. There is a good list here: tdn.garagegames.com/wiki/Torque_Console_Objects_10#Damage. Since sometimes those posts are sort of old, I went ahead and checked shapebase.cc and they all seem to be in there. I'm actually kind of stoked I looked into this, the engine does some cool stuff I never noticed before.
#12
09/15/2007 (12:42 am)
The link doesnt work :(

EDIT: Sorry, didnt read the comments..
#13
09/22/2007 (6:55 pm)
my bad ... forgot to delete a "/" from the front ... should work fine now.
#14
10/04/2007 (11:36 am)
Robert:
I mean I'm unable to de-activate items shooting at them. They should at least disappear I guess, but adding a destroyable Item doesn't change anything.

Kent I guess your later post fixes this.
#15
10/15/2007 (10:27 am)
@Berserk - I've been diving deeper into the integration of PhysX into TGE.

The initial resource by Shannon "ScarWars" Scarvaci is the best way to start. Once I got his resource in, I've since expanded the code to support physX collision/response for vehicles, AI, projectiles, and magic missiles (from AFX). I've also integrated a cloth system, and am now moving on to the mesh and animation code.

While it's no easy task, I truly believe we (community) can connect the physX system to the player node structure to get real ragdoll in.

Also, someone requested a way to show mesh distortion (like a dented drum or vehicle bumper), so I plan on tackling that at some point as well.

Whatever I come up with I'll send your way when I've polished it.
#16
10/16/2007 (5:40 am)
@chael Perry
Dude do you thikn that you could post those changes back to the PhysX resource so the rest of us could make use of them?
#17
10/29/2007 (3:15 am)
@Michael: My way? What did you mean? (Whatever I come up with I'll send your way when I've polished it.)
#18
10/29/2007 (5:33 am)
@Berserk - I meant I would send the fixes and resources to you to add to your list.

@James - I plan on making it a bulk resource. I'm almost finished with the ragdoll (super super super cool btw). If the mesh stuff proves to be as challenging, I'll save it for a separate resource.

Just so you guys know, I'm very close to posting my classes for TorqueSchool. As an added bonus for people who sign up for my classes (and a few that aren't mine), I will be providing some of my resources to the students before hand as a bonus.
#19
10/29/2007 (6:11 am)
Thanks Michael.
I'll enjoy PhysX in TGE as soon as you send me it.
Can I ask for help around here for this my resource list?

Bye, Berserk.
.
#20
10/31/2007 (4:21 am)
Hey, just noticed you need animations for climbing and the new positions. I can email you the ones I'm using - they're nothing fancy, and not animated, but they'll do for testing.
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