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"Fixed" fxShapeReplicator for TSE

by Matt Vitelli · 04/02/2006 (10:33 am) · 16 comments

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Add this to your project. I've updated it to work with Milestone 4. Purple rings still don't display though most of the PrimBuild code is in. Hopefully I'll fix this in time.

Otherwise,
just add to your project, compile, and have fun.

#1
05/10/2006 (7:17 am)
Works well Matt :)
#2
06/16/2006 (8:05 am)
What does it do? What does it "fix"?
#3
06/16/2006 (10:35 am)
the shapereplicator is a valuable tool because it replicates .dts shapes. However, the stock TSE one is still in DGL. This commented out all the DGL code which I plan on replacing as soon as Brian Ramage adds the shape optimizing code to CVS.
#4
08/15/2006 (4:28 am)
Very nice resource, thanks for saving me the time of porting this :) I also added in the purple rings by stealing from the foliage replicator code. For those of you who want to use this: you should also update the collision masks to include the atlas object type instead of simply the legacy terrain :)

[Ishbuu]
#5
09/13/2006 (7:04 am)
To get this working with MS4 you will have to change one area of the code in PrepRenderImage()

// Is Object Rendered?
   if (state->isObjectRendered(this))
   {
		// Yes, so get a SceneRenderImage.
      RenderInst *ri = gRenderInstManager.allocInst();
      ri->obj = this;
      ri->state = state;
      ri->type = RenderInstManager::RIT_ObjectTranslucent;
      gRenderInstManager.addInst( ri );
   }
#6
10/23/2006 (5:25 pm)
Change it to what?
#7
10/23/2006 (5:27 pm)
I updated it so it should work on its own. (Minus the purple rings)
#8
10/23/2006 (5:43 pm)
I get a "editor/newObject.cs (0): Unable to instantiate non-conobject class fxshapereplicator." in the console and no fxShapeReplicator object when I click on one to be made.
#9
10/23/2006 (6:09 pm)
Hmm..another person had this issue. You'll have to add it to the editor.
#10
10/25/2006 (11:29 am)
How's that for stupidity: I didn't even add it to the project to compile.
#11
12/08/2006 (7:06 am)
What do I change and where?
#12
06/22/2007 (1:15 am)
oh,good job.I add it in the TGEA,it also works well.
#13
06/23/2007 (7:12 am)
I added it in TGEA too,but I encounted some error when free the object.but ,the error did not occur every time.I will try to find why.
#14
07/11/2007 (2:41 am)
good work. Thanks!
#15
10/09/2007 (1:14 am)
Plug'n'play with TGEA 1.03. I did have to create the mission object in the editor, though--the one I found on TDN didn't work.

I didn't bother investigating further, as I have working forests of mushrooms, thanks! :-)
#16
12/11/2007 (11:59 pm)
I can use it in TGEA 1.03