Selection Screen
by Ryan J. Parker · in General Discussion · 07/16/2002 (9:12 pm) · 10 replies
Well, I've gotten the GuiPlayerView working with (some) ease. I took a look at previous attempts but I just didn't like idea of creating a new routine in the resource manager, or adding to the setPlayerModel() routine. The only thing I've modified in *code* so far is making it so that it will render the model w/o having a weapon loaded. I will be creating a setPlayerWeapon routine so that a weapon can easily be added! :-) Here is a teaser (no dynamic loading yet, that comes next, too.)


#2
07/17/2002 (5:27 am)
Dynamically finding players to choose from.
#3
07/17/2002 (10:13 am)
Ahhhh, easy :D
#4
07/17/2002 (10:27 am)
Yup, I've already got the script to do it. :-)
#5
I like that "Monkey Boy" logo *snicker*
I call my boss the "Monkey Boy", mind if I snag a copy of that to pull a gag joke on my boss?
-Ron
07/17/2002 (11:12 am)
OT:I like that "Monkey Boy" logo *snicker*
I call my boss the "Monkey Boy", mind if I snag a copy of that to pull a gag joke on my boss?
-Ron
#9
Now I just wonder why the pulse rifle on the steam knight is upside down :))
But anyway, looks cool. I'll try and badger for some graphics for the interface once we've got the design nailed down.
Phil.
07/20/2002 (5:31 pm)
Cool ryan.Now I just wonder why the pulse rifle on the steam knight is upside down :))
But anyway, looks cool. I'll try and badger for some graphics for the interface once we've got the design nailed down.
Phil.
#10
07/20/2002 (8:41 pm)
Quote:Now I just wonder why the pulse rifle on the steam knight is upside down :))Jenkies, you're right, Phil! I didn't realize it was upside down... I wonder why!


Torque 3D Owner Xavier "eXoDuS" Amado
Default Studio Name