Radar Control (GuiRadarCtrl) for TGEA v1.0+
by James Laker (BurNinG) · 05/14/2007 (3:05 pm) · 78 comments
Download Code File
Hey again. Just in the process of porting my old resource found here .
To install and use:
1) Backup old guiRadarCtrl.h/guiRadarCtrl.cc (If you already have it installed)
2) Add the files from this resource. I created a new folder called "Hud" in my game folder. So in guiRadarCtrl.cpp you'll find that the .h file is referenced in to that loacation. You can just change it to match yours. Look for it at the #includes at the top of the file.
3) Recompile (Full Build)
4) In the GUI editor (F10) add the GuiRadarCtrl
5) Change the properties in the GUI editor
Extra:
Randy sent me some updates to this to allow for different blip dots (which are now small images). So when a target on the Radar is higher than your player, you can have a different blip image. So you should see 3 different blip files in the Properties (Above,Below,Level). You can make them all the same if you prefer that.
The LevelRange is the variable to set when the LevelBlip should be shown. If the value is 10, then all object on the Radar 10 meters above and 10 meters below you will still be shown as level.
The default is 20.
Then there's the RadarRange variable which is how far your radar will pick up objects. The default is 2500
Community Contribution:
The Scrolling Map and Radar Compass fix has been contributed (09 August 2007) by Matt Huston and Stickman Studios. Thanx you guys!
Last Update:
10 March 2008
Hey again. Just in the process of porting my old resource found here .
To install and use:
1) Backup old guiRadarCtrl.h/guiRadarCtrl.cc (If you already have it installed)
2) Add the files from this resource. I created a new folder called "Hud" in my game folder. So in guiRadarCtrl.cpp you'll find that the .h file is referenced in to that loacation. You can just change it to match yours. Look for it at the #includes at the top of the file.
3) Recompile (Full Build)
4) In the GUI editor (F10) add the GuiRadarCtrl
5) Change the properties in the GUI editor
Extra:
Randy sent me some updates to this to allow for different blip dots (which are now small images). So when a target on the Radar is higher than your player, you can have a different blip image. So you should see 3 different blip files in the Properties (Above,Below,Level). You can make them all the same if you prefer that.
The LevelRange is the variable to set when the LevelBlip should be shown. If the value is 10, then all object on the Radar 10 meters above and 10 meters below you will still be shown as level.
The default is 20.
Then there's the RadarRange variable which is how far your radar will pick up objects. The default is 2500
Community Contribution:
The Scrolling Map and Radar Compass fix has been contributed (09 August 2007) by Matt Huston and Stickman Studios. Thanx you guys!
Last Update:
10 March 2008
About the author
#62
04/10/2009 (3:43 am)
Yes, it works OK as for me. But "external" testing will be appreciated.
#63
I used your source and the radar works fine, but the compass and map do not. Do you have them working?
04/12/2009 (11:54 pm)
@karakurty:I used your source and the radar works fine, but the compass and map do not. Do you have them working?
#65
Yes, i see problem with map now. But radar and compass are working OK as for me. So, i'll try to fix problem with map subcomponent.
Could you please make screen shot for your compass (and your map), and also please share your console.log file (email karakurty at gmail dot com).
Notes - i've used TGEA 1.8.1 + AFX 1.1.3 for tests.
04/15/2009 (7:44 am)
@Gibby:Yes, i see problem with map now. But radar and compass are working OK as for me. So, i'll try to fix problem with map subcomponent.
Could you please make screen shot for your compass (and your map), and also please share your console.log file (email karakurty at gmail dot com).
Notes - i've used TGEA 1.8.1 + AFX 1.1.3 for tests.
#67
I've recompiled and it all seems to work, but I can't get the compass and map to align with the radar_base. They remain in the upper left hand corner and if I move the guiRadarControl anywhere out of that corner the map and compass don't follow. Here's a shot:

Any ideas?
Thanks, Gibby
04/21/2009 (1:20 pm)
@karakurty:I've recompiled and it all seems to work, but I can't get the compass and map to align with the radar_base. They remain in the upper left hand corner and if I move the guiRadarControl anywhere out of that corner the map and compass don't follow. Here's a shot:

Any ideas?
Thanks, Gibby
#68
Sorry for delay, torque is just my hobbies from time to time.
I'll check on potential problems in code. For now i see one difference between our envs: i use Windows(DirectX) and you use MAC OS X (OpenGL)(?).
Also, could you please clarify
- do you use 1.8.1 only(without AFX)?
- did you apply official fixes from www.garagegames.com/community/forums/viewthread/84943?
- i have not access to OSX, is it possible for you to check(compile and test) sources with debug output?
04/28/2009 (12:50 am)
@Gibby:Sorry for delay, torque is just my hobbies from time to time.
I'll check on potential problems in code. For now i see one difference between our envs: i use Windows(DirectX) and you use MAC OS X (OpenGL)(?).
Also, could you please clarify
- do you use 1.8.1 only(without AFX)?
- did you apply official fixes from www.garagegames.com/community/forums/viewthread/84943?
- i have not access to OSX, is it possible for you to check(compile and test) sources with debug output?
#69
I'm working with T3D (and dont own TGEA) and am looking to port this for my project,but would be interested to know what the fixes are in that thread.
05/17/2009 (8:55 am)
Hey can anyone, post the fixes from www.garagegames.com/community/forums/viewthread/84943 into this thread? I'm working with T3D (and dont own TGEA) and am looking to port this for my project,but would be interested to know what the fixes are in that thread.
#70
05/17/2009 (2:43 pm)
@Aldavision: The fixes in that thread are general fixes for TGEA 1.8.1. I didn't see anything that would effect this control.
#71
05/18/2009 (12:39 am)
Thanks Matt.
#72
05/25/2009 (6:37 am)
have you had any success porting it to T3D Al?
#73
07/21/2009 (5:07 am)
i am having one problem with this resource. its working fine when its open terrain , but for my game i have created a city with roads and i am trying to find the player position on the map.the player position in the city is not matching with player position on the Map ??? can you tell me how to solve this problem????
#74
11/11/2009 (2:21 am)
hi karakurty, can you re-upload the resource for v1.8.1. The link above is dead. Thx a lot
#75
11/12/2009 (9:32 am)
Please check, should work now.
#76
12/10/2009 (1:34 pm)
Anyone got this working in T3D yet?
#77
03/23/2010 (8:38 pm)
This resource works in T3D without an issue.
#78
Edit
Ok silly me, I was trying to do something a little different. I was trying to make a stationary "compass", think of how WoW does it. The directions stay put, and the rest moves. For this though, the map and compass rotations would need to be opposite of eachother. I'm sure this would be possible still, however as above, I'm just not seeing what to change.
10/10/2010 (11:56 pm)
Anyone know how to invert the compass rotation? It works flawlessly in 1.8.2, except for the fact that it turns in the innapropriate direction. When I turn left the compass turns right. I've looked through the code, as i'm sure it's just a simple number that needs to be turned into a negative somewhere, I'm just not seeing it.Edit
Ok silly me, I was trying to do something a little different. I was trying to make a stationary "compass", think of how WoW does it. The directions stay put, and the rest moves. For this though, the map and compass rotations would need to be opposite of eachother. I'm sure this would be possible still, however as above, I'm just not seeing what to change.

Torque Owner Gibby
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