Brave tree tank pack how to?
by James Pulliam · in Torque Game Engine · 08/21/2005 (11:36 pm) · 25 replies
Ok i purchased the brave tree tank pack, they not really good at giving any guidance on how these are inserted into a existing mission.
it would be a big help is someone could point my in the right direction.
i got all the files inserted into my dir, and all the scripts edited.
but as far as placing them in a map. well, it would be nice to know how that is done.
or i just wasted my money. :-(
it would be a big help is someone could point my in the right direction.
i got all the files inserted into my dir, and all the scripts edited.
but as far as placing them in a map. well, it would be nice to know how that is done.
or i just wasted my money. :-(
#2
all there was, was a htm file for instructions on where to place the edited files at.
there was no instructions on how to place the tanks into a existing mission.
i have looked in the editor and i see no item for the whole tank. all i see in mission creator is the tank parts.
personally this is getting most aggravating.
it seems that nearly all of the resources in the resource section is 3 years out of date. and that if ya try to use their code as is, it won't work with the updated versions of torque.
i bought the brave tree soldier pack, got the soldier in, but the m16 can not be seen in 1st person view.
i bought the brave tree tank pack. got all the files in place and scripts edited, but can not see how they are placed in a map.
almost makes me afraid to purchase more products. so far i haven't had much luck with it all.
08/22/2005 (2:12 am)
Yes i read the documents that came with it. all there was, was a htm file for instructions on where to place the edited files at.
there was no instructions on how to place the tanks into a existing mission.
i have looked in the editor and i see no item for the whole tank. all i see in mission creator is the tank parts.
personally this is getting most aggravating.
it seems that nearly all of the resources in the resource section is 3 years out of date. and that if ya try to use their code as is, it won't work with the updated versions of torque.
i bought the brave tree soldier pack, got the soldier in, but the m16 can not be seen in 1st person view.
i bought the brave tree tank pack. got all the files in place and scripts edited, but can not see how they are placed in a map.
almost makes me afraid to purchase more products. so far i haven't had much luck with it all.
#3
As for the resources being out of date, I noticed this on just about every game engine site. Since the engine is evolving, you can't expect all the resources to stay current. The people that write the resources may have moved on. But if anything they should provide you with a starting point, the basics are the same.
08/22/2005 (7:54 am)
The content packs, IMHO, are just starting points. You will need to customise them to fit your needs. I don't have the Adam Pack, but I have the tank pack and I am satisfied with it. To place the tank, just open up world creator and place the tank shape where you want. I had to customise mine for different teams, and respawn after they are destroyed, but honestly that is almost trivial. As for the resources being out of date, I noticed this on just about every game engine site. Since the engine is evolving, you can't expect all the resources to stay current. The people that write the resources may have moved on. But if anything they should provide you with a starting point, the basics are the same.
#4
Once 1.4 has reached a final state, then the content packs will all be ported over by their authors. Till then, they have better things to do than try to keep up with a rapidly moving target... :)
Till then, you'll have to stick with the latest installer, with which the content packs should work fine!
08/22/2005 (10:52 am)
The resources do say what versions of Torque they work with. Trying them with other versions may break things - that's why they say what versions they work with!Once 1.4 has reached a final state, then the content packs will all be ported over by their authors. Till then, they have better things to do than try to keep up with a rapidly moving target... :)
Till then, you'll have to stick with the latest installer, with which the content packs should work fine!
#5
what tank shape there is no tank shape.
it is in the static shapes but it isn't in shapes.
if i place it into the scene under static shapes then it just decoration.
i guess maybe ya didn't read my question and reply too closely, for if ya did you would see that i said that there was no whole tank shape in mission creator. only parts of the tank.
the only place that it shows full tank is in static shapes. i have placed tank into mission with static shapes and then all it is, is decortation.
08/22/2005 (11:44 am)
Place the tank shape where i want???what tank shape there is no tank shape.
it is in the static shapes but it isn't in shapes.
if i place it into the scene under static shapes then it just decoration.
i guess maybe ya didn't read my question and reply too closely, for if ya did you would see that i said that there was no whole tank shape in mission creator. only parts of the tank.
the only place that it shows full tank is in static shapes. i have placed tank into mission with static shapes and then all it is, is decortation.
#6
What you need to do is to think about exactly how you want to use the tank pack, and realize that most of the time it's going to be exactly like your player: it will need a spawn sphere, and scripted code during the connection process to have the connecting client spawn as the tank. Alternatively, you can use the standard Torque vehicle concept of "collide with a vehicle, then mount it" to allow your players to use the tanks, but again this isn't done in the editor, it's done in script (and via in game player actions).
The tank pack itself contains documentation on how things are changed by the pack's capabilities. It cannot explain each and every step along the way about things that are still in accordance with standard Torque, and the target of the pack was for people that know torque, and are looking for a content pack that provides advanced visual and in game effects regarding treaded vehicles.
08/22/2005 (12:14 pm)
James: Assuming that you want your tanks to be controlled objects, placing them in the mission editor does nothing but make them static objects--or as you put it, "decoration". That's because that is the purpose of the mission editor: set up your missions so that you have a visually appealing set of "decorations" for your game.What you need to do is to think about exactly how you want to use the tank pack, and realize that most of the time it's going to be exactly like your player: it will need a spawn sphere, and scripted code during the connection process to have the connecting client spawn as the tank. Alternatively, you can use the standard Torque vehicle concept of "collide with a vehicle, then mount it" to allow your players to use the tanks, but again this isn't done in the editor, it's done in script (and via in game player actions).
The tank pack itself contains documentation on how things are changed by the pack's capabilities. It cannot explain each and every step along the way about things that are still in accordance with standard Torque, and the target of the pack was for people that know torque, and are looking for a content pack that provides advanced visual and in game effects regarding treaded vehicles.
#7
I am not sure what the question is. I just checked the tank with a clean version of TGE. I placed all the files where they needed to go. I set it up according to to instructions as to set it up with a player starting as player. I created a tank using both the command keybind and also dropped one from the mission editor and was able to mount it and drive it without issue.
If you can more clearly describe what it is oyu are attempting to do, it will be easier for us to help you.
Are you asking how to place a tank in the mission and have it persist when you save the mission file? Stephen addressed this above. If you want to place the tank and have it be in the same place every mission, you will need to create additional scripts to do this. How to do this is outside of the scope of the tank pack.
08/22/2005 (12:23 pm)
@James.I am not sure what the question is. I just checked the tank with a clean version of TGE. I placed all the files where they needed to go. I set it up according to to instructions as to set it up with a player starting as player. I created a tank using both the command keybind and also dropped one from the mission editor and was able to mount it and drive it without issue.
If you can more clearly describe what it is oyu are attempting to do, it will be easier for us to help you.
Are you asking how to place a tank in the mission and have it persist when you save the mission file? Stephen addressed this above. If you want to place the tank and have it be in the same place every mission, you will need to create additional scripts to do this. How to do this is outside of the scope of the tank pack.
#8
1) There will be a bunch of text in the top right corner of your screen that tells you how to drive the tank and how to drop in new ones:

2) When you open the Mission Editor and choose Window->World Editor Creator (F4), you can expand Shapes where you will find Tanks under which is Abrams Tank and Sherman Tank. Clicking on one of them will drop a tank into the mission:

The Soldier Pack was not made by BraveTree but a quick search would reveal that this is an easy fix:
08/22/2005 (12:37 pm)
If you followed the docs exactly you will see two things:1) There will be a bunch of text in the top right corner of your screen that tells you how to drive the tank and how to drop in new ones:

2) When you open the Mission Editor and choose Window->World Editor Creator (F4), you can expand Shapes where you will find Tanks under which is Abrams Tank and Sherman Tank. Clicking on one of them will drop a tank into the mission:

The Soldier Pack was not made by BraveTree but a quick search would reveal that this is an easy fix:
Quote:
Set the eye offset differently. Set the eye offset to 0 0 0 in the weapon datablocks (which is no eye offset, thus positioned how the soldier is actually holding it), and if you still cannot see your weapon, you have a problem.
#9
so the tank pack was placed pretty much on a fresh version of torque.
i have the consule text up on the top right corner, and the tanks shapes in parts are in shapes, there is also tank ammo in shapes. but no tanks.
so i guess i just need to tear it all down and start over from scratch for the 4th time.
as far as the m16, i did a more then quick search and setting the eyeoffset to 0 0 0 did not fix it.
a member sent me a different m16.dts which he said rendered in 1st person and 3rd person, yet it still did not work.
i dunno why i am having problems with this stuff that is why i am asking questions to see about getting the answers.
08/22/2005 (12:54 pm)
Well ok, there is the problem, there is no tanks in my shapes. i have unistalled and reinstalled the toruqe game engine a few times thinking that some of the resources i have been trying could have screwed something up. so the tank pack was placed pretty much on a fresh version of torque.
i have the consule text up on the top right corner, and the tanks shapes in parts are in shapes, there is also tank ammo in shapes. but no tanks.
so i guess i just need to tear it all down and start over from scratch for the 4th time.
as far as the m16, i did a more then quick search and setting the eyeoffset to 0 0 0 did not fix it.
a member sent me a different m16.dts which he said rendered in 1st person and 3rd person, yet it still did not work.
i dunno why i am having problems with this stuff that is why i am asking questions to see about getting the answers.
#10
08/22/2005 (1:06 pm)
Are you exec'ing tank.cs? Are you getting errors in console.log?
#11
go step by step through the install instructions again as explained in the readme. If you go through it correctly, add all the things that you need to add where you need to add, and are using either a compile of the TGE with the added files OR use the executable we supply, you will see the tank show up. If there is an error is your scripts, it may not be compiling. Check the console.log for the project you are running. Make sure game.cs compiled correctly (no errors) and that tank.cs was executed.
provided there are no errors in the scripts you edited, it should work and you should be able to see a tank. It is very possible that a resource you added may have some issues, or that during the process of adding a resource, something was changed in game.cs or other files that may be in conflict with the tank pack. These issues will have to be resolved before you will have a working project. As we cannot check the pack against every resource ever posted on this site, with all the possible combinations that might exist, we cannot ensure that the tank pack will work without problem with other resources. That being said, most of the problems should be easy to resolve in script. It would be advisable to do the install on a fresh version of the TGE before attempting to add resources.
another note.. the tank pack comes with a modified player.cs to allow for mounting of the tank. The soldier pack comes with a player.cs, and in order for them to play nicely together, you must merge the two. This should not be problematic, as the merge should not have any major conflicts. If you copied the soldier pack player.cs on top of the tank pack player.cs, you will probably experience problems.
In order to help you, we are going to need more information from you. If you followed the readme on a fresh install of TGE 1.3, it should work. We tested it here (several times) and many others have gotten it to work without problem. If you examine the console.log, you should be able to pick out any errors in script compilation that might be causing the problem.
08/22/2005 (6:42 pm)
Quote:i dunno why i am having problems with this stuff that is why i am asking questions to see about getting the answers.
go step by step through the install instructions again as explained in the readme. If you go through it correctly, add all the things that you need to add where you need to add, and are using either a compile of the TGE with the added files OR use the executable we supply, you will see the tank show up. If there is an error is your scripts, it may not be compiling. Check the console.log for the project you are running. Make sure game.cs compiled correctly (no errors) and that tank.cs was executed.
provided there are no errors in the scripts you edited, it should work and you should be able to see a tank. It is very possible that a resource you added may have some issues, or that during the process of adding a resource, something was changed in game.cs or other files that may be in conflict with the tank pack. These issues will have to be resolved before you will have a working project. As we cannot check the pack against every resource ever posted on this site, with all the possible combinations that might exist, we cannot ensure that the tank pack will work without problem with other resources. That being said, most of the problems should be easy to resolve in script. It would be advisable to do the install on a fresh version of the TGE before attempting to add resources.
another note.. the tank pack comes with a modified player.cs to allow for mounting of the tank. The soldier pack comes with a player.cs, and in order for them to play nicely together, you must merge the two. This should not be problematic, as the merge should not have any major conflicts. If you copied the soldier pack player.cs on top of the tank pack player.cs, you will probably experience problems.
In order to help you, we are going to need more information from you. If you followed the readme on a fresh install of TGE 1.3, it should work. We tested it here (several times) and many others have gotten it to work without problem. If you examine the console.log, you should be able to pick out any errors in script compilation that might be causing the problem.
#12
although now my rifle don't shoot :-(
i am guessng that has something to do with a bind is conflicting. so it looks like i still have some more work ahead of me, but atleast i am one step closer.
i never questioned if the tanks worked or not, for i knew they did. but when i didn't see the tanks in the mission editor i assumed that there was a step i was missing,
turns out that something prolly was messed up in the scripts from some of the resources i have been trying.
i do thank all those who tried to help me on this matter, the tanks are a nice addition.
08/23/2005 (12:47 am)
Ok i went through it all again, and it works now, i got tanks :-).although now my rifle don't shoot :-(
i am guessng that has something to do with a bind is conflicting. so it looks like i still have some more work ahead of me, but atleast i am one step closer.
i never questioned if the tanks worked or not, for i knew they did. but when i didn't see the tanks in the mission editor i assumed that there was a step i was missing,
turns out that something prolly was messed up in the scripts from some of the resources i have been trying.
i do thank all those who tried to help me on this matter, the tanks are a nice addition.
#13
don't look like the soldier is the best player to have with the tanks though it like he standing up in the top of the tanks. i turned on stealth when he enters the tank. but ya can still see him in smoke and such, he just really faded out.
but alteast it all is working now. so i recon my next task is gonna be to work on my mission map.
i am alot more familar with mapping and what is reffered to as interiors in torque, i have made maps for the game soldier of fortune2 with the program gtk radiant. sof2 maps are all interiors, and quark looks like it will behave alot like gtk radiant does, so that a big plus :-)
anyhows thanks again for your help, it all works now. and me a happy camper.
08/23/2005 (3:19 am)
Ok well i got it all working, the tanks are there the rifle is shooting :-)don't look like the soldier is the best player to have with the tanks though it like he standing up in the top of the tanks. i turned on stealth when he enters the tank. but ya can still see him in smoke and such, he just really faded out.
but alteast it all is working now. so i recon my next task is gonna be to work on my mission map.
i am alot more familar with mapping and what is reffered to as interiors in torque, i have made maps for the game soldier of fortune2 with the program gtk radiant. sof2 maps are all interiors, and quark looks like it will behave alot like gtk radiant does, so that a big plus :-)
anyhows thanks again for your help, it all works now. and me a happy camper.
#14
08/23/2005 (3:09 pm)
@James - Sorry for the bad info in my first post. Don't know what I was thinking. I incorporated the tank pack when I first got torque. I also customized it alot to fit my needs. I am glad you got things worked out.
#15
08/28/2005 (4:23 pm)
You can hide the player model when mounting the tank, I think there was a resource for doing this.
#16
09/15/2005 (2:57 pm)
The fix does that by cloaking the player model, but the cloaking isn't perfect. You can still see the 'ghost' of the standing soldier when there are lots of particles or other things rendering over or under it. In a big battle, it looks like everyone has a cloaked predator standing on their tank.
#17
09/17/2005 (8:29 pm)
You'd want to make the object actually hidden. Cloaking it is silly, it has a rendering overhead and causes artifacts. If nothing else, just exposing a "hidden" member and adding an if statement at the top of the Player::renderObject method would deal with this.
#18
11/05/2005 (5:44 pm)
I had to download this again and when I unzipped it put everything in one directory with no subdirectories. Is this a update problem?
#19
11/05/2005 (6:06 pm)
No...that would be an issue with your zip/unzip program.
#20
11/05/2005 (8:44 pm)
I use the same ( winzip ) with the Jill pack and it all works ok, creates sub directories properly. just curious.
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