Interior zones
by Erik Madison · in Torque Game Engine Advanced · 10/03/2005 (4:05 pm) · 3 replies
This Q isn't quite TSE only, but since I am, I'll ask here.
Are zones required for each interior? By this, I mean is it possible/feasable to create interiors that are NOT zone managers? I can think of many difs that wouldnt need to be such, and really an interior is not much different than a static object which has no clue about zones. The reason this has come up, is I am attempting to greatly expand map2dif+ source with entities again, and working ones this time. I have the doors, pathed interiors, and various other brush entities mostly working, with the only major problem being in the rendering. The older methods from the original various resources not only will not work in TSE, they really don't appear to be the most efficient manner to render. So, I came up with a new method that I do think is the proper way to do it. However, I am having fits with the zonemanaging code. Simply put, the children get all bent out of shape that they have no zones, and like most kids, they refuse to follow their parents lead. I'm thinking if an interior could be built without any concept of zonemanaging, I could get over this last hurdle.
Are zones required for each interior? By this, I mean is it possible/feasable to create interiors that are NOT zone managers? I can think of many difs that wouldnt need to be such, and really an interior is not much different than a static object which has no clue about zones. The reason this has come up, is I am attempting to greatly expand map2dif+ source with entities again, and working ones this time. I have the doors, pathed interiors, and various other brush entities mostly working, with the only major problem being in the rendering. The older methods from the original various resources not only will not work in TSE, they really don't appear to be the most efficient manner to render. So, I came up with a new method that I do think is the proper way to do it. However, I am having fits with the zonemanaging code. Simply put, the children get all bent out of shape that they have no zones, and like most kids, they refuse to follow their parents lead. I'm thinking if an interior could be built without any concept of zonemanaging, I could get over this last hurdle.
About the author
#2
The doors and more I'm doing are very much like the various pathed interior resources, with the addition of making them much much simpler to create, ala HL style. I'm hoping to be able to release it as a TSE resource, but that really depends on how long it takes me get every aspect working right. If I have to add a bit, work on something else, add a bit more, etc too many times, then I won't be able to go back and neatly package up all my changes. If I can fairly quickly solve this hopefully last hurdle while the rest is still fresh in my mind, then I should be able to post something useful to others.
Other than zone management on demand, I really think/thought I could get by with using the parents data anywhere the child lacked the proper info. Somewhere along the line though, my self-taught C++ is failing me. I need (afaik) to save a pointer to the parents instance data, which holds everything I'm missing.
10/04/2005 (10:27 am)
Okay, I had forgotten that there are 2 different types of zones, one being the bsp compile itself. I'm not real sure which is giving me problems now, as I thought I'd ask about yanking them on demand before delving deeper. The aspect that irritates the children starts with the line zoneVis = setupZoneVis( intInst, state );As a quicky, I tried to get the child to simply pass on the parents relevant data, but either I'm doing it wrong, or it won't work. I suppose I'll just have to delve deeper.
The doors and more I'm doing are very much like the various pathed interior resources, with the addition of making them much much simpler to create, ala HL style. I'm hoping to be able to release it as a TSE resource, but that really depends on how long it takes me get every aspect working right. If I have to add a bit, work on something else, add a bit more, etc too many times, then I won't be able to go back and neatly package up all my changes. If I can fairly quickly solve this hopefully last hurdle while the rest is still fresh in my mind, then I should be able to post something useful to others.
Other than zone management on demand, I really think/thought I could get by with using the parents data anywhere the child lacked the proper info. Somewhere along the line though, my self-taught C++ is failing me. I need (afaik) to save a pointer to the parents instance data, which holds everything I'm missing.
InteriorInstance::FunkyFunction() {
child->parentInst = this;
} I really thought that was the way to save the data, but watching it through the debugger, its not at all what I want. What is the proper way?
#3
As for your other code i have never seen a declaration like that. If you are wanting to get the data from a parent to the child i think you could do something like
sorry my code is a bit rusty when it comes to pointers as well. Hope that makes sense.
10/05/2005 (3:53 am)
That code looks like it might be BSP to me but again im not very familar with that stuff. As for your other code i have never seen a declaration like that. If you are wanting to get the data from a parent to the child i think you could do something like
..parent declared earlier InteriorInstance * child; child = new InteriorInstance( "pass parents values into constructor"); or child = new IneriorInstance(); &child = parent; //or something that would cause the data created at the child pointer to copy the parent data at the parent pointer.
sorry my code is a bit rusty when it comes to pointers as well. Hope that makes sense.
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Q for you now. When you say you are getting entities to work you mention doors. Are you talking about animated doors that open and close, or are destoyable.. things like that? If so i would love to see your work when you are done.
Right now i am creating pretty detail buildings but I have to exclude doors and such because i dont feel like going through by hand and creating a animated door entity for every entrance.