Game Development Community

Two problems (fullscreen and animated mountable dts viewer)

by Justin Woodman · in Torque Game Engine · 11/30/2004 (12:55 pm) · 3 replies

I am having two current problems. One has to do with fullscreening the game. The other has to do with the Animated Mountable DTS viewer. Two pictures are linked below:

home.comcast.net/~justinwoodman/problems.JPG
that one just shows the screen with the two problems present

home.comcast.net/~justinwoodman/problemshighlt.JPG
that one highlights the problems in yellow.

The first and most crucial problem is when I fullscreen the game. It shows the blue toolbar thingie at the bottom, and doesnt appear to cover the whole screen (some desktop showing on the right side). This one I am most concerned about, so If anyones got a hint, I would love to hear it.

The second problem is still annoying but not deadly.
it has to do with the animated DTS viewer . as you can see, the wheels, when mounted, are sideways :(. Any help on that would be great as well.

Thanks,
Justin

#1
11/30/2004 (1:00 pm)
You might have to make a fake wheel that can be used in the gui to mount on to the car, just adjust the pivot point in th mesh. The tire mounting code from wheeled vehicle is not imbeeded into the objectviewGUI
#2
11/30/2004 (1:12 pm)
Here is some code of me altering a mountpoint on a model in the objectviewer thingy

void GuiObjectView::onMouseDown( const GuiEvent &event )
{
static U32 nLastShot = 0;
char szMountName[16];
char szModelName[16];

if ( !mActive || !mVisible || !mAwake )
return;
mMouseState = None;
mLastMousePoint = event.mousePoint;

Gui3DMouseEvent mouse3DEvent;
// convert the 2d click to a vector pointing at the 3d object under the cursor ;)
make3DMouseEvent(mouse3DEvent, event);
static char vecBuf[32];

Point3F upVec(0, 0, 1);
Point3F XVec = mCross(mouse3DEvent.vec, upVec);
XVec.normalize();
Point3F ZVec = mCross(XVec, mouse3DEvent.vec);
ZVec.normalize();

nLastShot++;

dSprintf(szMountName, 16, "mount%u", (nLastShot % 24) + 6);
dSprintf(szModelName, 16, "beam%u", (nLastShot % 24) + 6);

S32 nNode = mMeshObjects.mMainObject->getShape()->findNode(szMountName);
if(nNode != -1)
{
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(0, XVec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(1, mouse3DEvent.vec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(2, ZVec);
Point3F newPos = smCamPos + (mouse3DEvent.vec * mOrbitDist);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(3, newPos);
loadObject(szModelName, "anatomy/data/shapes/anatomy/beam.dts", "", szMountName, 0);
}
}
#3
02/24/2005 (10:28 pm)
**BUMP**

Anybody figure out a solution for problem number 1 (Window toolbar showing in fullscreen and destop showing through on right)?

Nvidia GeForce 6800 GT Dual Monitors.

Never mind found the solution Here