Game Development Community

Any Docs On Pathed Interiors Patch for HEAD?

by Dan - · in Torque Game Engine · 08/22/2004 (6:07 am) · 14 replies

I have patched my engine with Pathed Interiors Patch but I am having trouble getting meanfully examples to work with the doors and elevators.

Anyone have a quick doc (beyond what is in the zip) that explains what needs to be set to use this patch?

Thank you,

#1
08/22/2004 (6:37 am)
Dan,
look at the original Resource

There are example files in the Zipfile
#2
08/22/2004 (6:47 am)
Sven,

Do you mean the "PathedInteriors Readme.txt" file? I read that, but its too basic for my little brain and I didn't get much. It only had an example of the lift tower and not doors. It also was a "do this an you get an elevator" And its out of date with the new resource. The 1348.magicbutton(); is no longer needed.

I have no problem digging into it some more and figuring it out, but I thought someone might have written a bit more up.

Thanks,
#3
08/22/2004 (6:54 am)
Sorry that's all about I seen here.
#4
08/22/2004 (7:00 am)
I have a test Quark file with one swing door, and one elevator. Both work well, provided you've followed the patch and comments. Speak up, and I'll email it to your profile addresses.
#5
08/22/2004 (7:51 am)
Erik,

It would be great if you could e-mail that to me!

Thanks,
#6
08/22/2004 (8:24 am)
Erik,

Me too please :-)

never know that swinging door also work.

Thanks
#7
08/22/2004 (9:16 am)
Sent. I'll check this post occasionally for any more me toos.

@Sven Eventually I plan to integrate some of your/Beffys door code. I like how you guys trigger them, and automatically rename all the parts with a random suffix. I'm off redoing a total 100% time system currently though, so it'll be a bit.
#8
08/23/2004 (8:24 am)
Me too please Erik. We are starting to make some buildings for our game.

Thanks,
Marrion Cox
#9
08/23/2004 (1:52 pm)
I'd love to see an example of a hinged door if you wouldn't mind sending it my way too, please. Right now all my buildings look gap-toothed!
#10
08/23/2004 (3:43 pm)
Erik Madison,

Might be worth your time just to post it as a "resource" instead of e-mailing everyone one by one.

BTW - Thanks for the example!
#11
08/28/2004 (1:31 pm)
FYI -

David Potter was kind enough to create a tutorial on how to add a door in Quark that works with the pathed interiors.See Pathed Interiors Patch for HEAD (23/7/2004) within the posts.
#12
08/30/2004 (12:43 pm)
I haven't had much luck with this resource. At first I tried to patch with the lighting pack, and I had to do some hand merging, which I thought I got through it. Specifically I'm trying to get alpha walls, for windows, or a fence, or whatever. Not just a transparent value like 50% or whatever, like a 32bit png or something. So I thought well if I had problems I would get a older version of the engine and use the new 7/23/04, so I applied the patch (first a 7/23 release, then I tried a 7/20 version thinking a messed up something), and there was no errors, everything went perfect, except I can't seem to get anything to work, I guess I don't know how to setup it up in quark, I created a transparent detail entity, dragged some brushes into and it detected it when it exported but in the game it's black. I defined USE_TRANSENTITIES, in the project the demo, map2dif, lib, etc. If I use a 32bit texture do I use SuperPNG, or BMP, or a seperate 8bit texture.


Any ideas?

Thanks,

Tim
#13
08/30/2004 (1:02 pm)
Well, while it's not exactly what you're looking for, Stefan Beffy Moises and 3D-Diggers have implemented DTS doors in their Blacksmith product that work very well (note that the Synapse Gaming lighting pack only supports static DTS shapes). Still, it works extremely nicely!
#14
10/18/2004 (1:45 am)
That site is password protected :\