Game Development Community

Item / Shape Difference

by Martin Wareham · in Torque Game Engine · 05/17/2005 (5:44 am) · 9 replies

When I enter a shape using world editor creator the collision boxes I put into milkshape work OK, but when I add the item in a script TGE tries to find the texture for the collision boxes and doesn't do the collision detection with my player.

How do I get a shape to load from script which acts like the shape I load in the editor ?

Thanks,

Martin

#1
05/18/2005 (6:42 am)
Thanks everybody,

3D Game Studio here I come.

M
#2
05/18/2005 (6:47 am)
I don't get it. What does 3d GameStudio have to do with your original post? And who are you thanking? It is often a lot ewasier to get help if you go on irc: irc.maxgaming.net #garagegames... I use chatzilla... just type /attach irc.maxgaming.net... then type /join #garagegames

Anyways, what code are you using to spawn the item in script ?
#3
05/18/2005 (7:14 am)
I think you do understand my post, based upon your realisation that I wasn't getting much help, sarcasm, the lowest form of wit ;)

Thank you for taking the time to direct me towards somewhere where I may get help.

Although I thought that's what the forums were for ? TGE has been touted on the web as being a fantastic game engine due in some part to the level of its forum support, but I wasn't getting much, maybe my post was just too stupid to be worth answering, who knows, thanks anyway.

Or maybe I'm just too impatient ?

3D Game studio does look pretty good though ....................... :)

Martin
#4
05/18/2005 (7:18 am)
I don't have the code with me (at work, ssshhhhh).

Basically something like "new item".

Martin
#5
05/18/2005 (7:33 am)
I don't think your post was stupid. You should have posted the code you were using that wasn't working though...

To be honest I could care less if you moved over to 3D GameStudio. If you think it's better for you then that is where you should be. Torque is not perfect for everyone.

And there was no realization or sarcasm in my voice... I mistook GameStudio for 3d GameSpace which is a modelling program some Torquers use. Hence, you can understand my confusion.

One suggestion would be to find the mission that has the item added in it, open it with a text editor, find where the item is being created and copy that code into your script function (I think that will work, thats what i would try)... To make sure the onCollision is being caled, place an echo("THIS IS CALLED"); in hte onCollisoin, then check the console to see if it's being echoed.

Ya, sometimes people don't have time or don't see every forum post... A friendly bump after a day or 2 can do it... Sometimes you just post when noone is paying attention to the forums... The irc is usually the best place to go if you have a simple question like that. I search the forums for an answer, then I ask on irc if I find nothing.
#6
05/18/2005 (7:43 am)
Thanks Chris,

You have helped greatly, and I would like to stick with TGE for now, it is pretty good.

I meant 'I' was being sarcastic, not you, sorry for the misunderstanding.

Thanks for the help, I do like TGE, but the physics/collision detection seems a little tricky/lacking. I've been looking at the game beaver web site for help on this. I would be willing to pay some cash $$$ for a decent physics/collision detection system in there :) It's about $900 for the 3D Game Studio with the full physics package, so with the inital price of TGE and say anouther $200-$300 for the physics engine it would still make a lot of sense to me.

Martin
#7
05/18/2005 (7:46 am)
Personally I try to reply to as many posts as I have time for or know the answer to. A friendly bump usually helps, but someone having their little temper tantrum of help me or I'm leaving doesn't exactly encourage people to help you out. Especially since they figure you will be leaving eventually since any little snag you encounter will cause you to just jump ship.
#8
05/18/2005 (7:47 am)
TGE's physics and collision serve there purpose, and serve them well for the most part... If you haven't done so yet... I would look at the Synapse Lighting Pack, and the Ragdoll animation package...

TGE supports 9 seperate collision meshes on objects, which can make for some very nice results... THe physics is pretty good (rigid body physics)... and with the available reources, most of hte physics you will want to add are availbale as a free resource. Ie. Rigid Body Newtonian physics, platform physics, ragdoll (animation pack) ... There are even things like jet packing, and more realistic projectile physics....

Needless to say, TGE has the ability to easily upgrade its physics through free resources and content packs...
#9
05/18/2005 (8:11 am)
Great feedback guys, sorry for the "temper tantrum" :).

I'll be checking all this new info. and stuff out.

Thank you.

Martin