Game Development Community

Autobillboard With Blender is Below Collision detial level

by Thomas Murphy · in Artist Corner · 03/22/2009 (1:43 pm) · 3 replies

Hello,

I am using the blender export plugin for my game and I am having difficulties with the AUTO billboard tool.

I have a tree with ONE detail level of 300
Then I activate the auto billboard detail level at 128

When I look at this in the torque show tool, the billboard detail level ALWAYS appears below the collision mesh level so it runs down in this order:

Detail300
Detail-1 (collsion mesh)
Detail-128

So the billboard is never made visible in the game! does anyone know how to fix this problem?!

#1
03/22/2009 (4:20 pm)
I don't think it works like that.

1. Your collision mesh should be under a node/empty called Collision-1. Then give it a name like Colmesh-1, Colmesh-2, etc.
2. Your detail levels should not have a dash in them.
3. The list numerically/alphebetically so that order doesn't matter.
4. I don't auto-billboard, I make a mesh and call it *_BB to tell it to billboard, if you're using a unique image for the BB you need that image in your original mesh too.
5. Read through the tutorials at jsgreenawalt.com/, he is the keeper of all Blender-to-Torque wisdom.
#2
03/22/2009 (4:44 pm)
Hey Steve thanks for the info. yes I have done that I was confounded- turns out this was the problem:

http://www.garagegames.com/community/forums/viewthread/58948

For some reason the autobillboard doesn't work with a collision mesh but they sent a simple fix in the python script that takes care of the problem. Check about halfway down the page.
#3
03/23/2009 (6:08 am)
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