PathShape for T3D beta5
by Ivan Mandzhukov · 08/31/2009 (3:49 pm) · 88 comments
It is a new T3D port of the old PathShape resource.
It provides movable platforms with dynamic attachment.
I decided to share the whole files,because the corrections are too many,separated in a few sections and many users had trouble integrating it.
The resource itself is very well documented,all of the found fixes over the years are integrated.
It is stable and enough tested.
Credits:
Stefan Beffy Moises - 2003 - base pathshape class
Anthony Lovell - 2005 - Attachable SceneObjects in Hierarchical Coordinate Spaces
Ramen - 2007 - PathShape for TGE 1.5.2
download:
rs131.rapidshare.com/files/273954814/PathShape_for_T3D_beta5.rar
It provides movable platforms with dynamic attachment.
I decided to share the whole files,because the corrections are too many,separated in a few sections and many users had trouble integrating it.
The resource itself is very well documented,all of the found fixes over the years are integrated.
It is stable and enough tested.
Credits:
Stefan Beffy Moises - 2003 - base pathshape class
Anthony Lovell - 2005 - Attachable SceneObjects in Hierarchical Coordinate Spaces
Ramen - 2007 - PathShape for TGE 1.5.2
download:
rs131.rapidshare.com/files/273954814/PathShape_for_T3D_beta5.rar
About the author
#2
08/31/2009 (4:10 pm)
mm, cant get a download slot for some reason.....
#4
08/31/2009 (4:11 pm)
Thank you Picasso
#7
08/31/2009 (6:18 pm)
nice work. Can port my monorail to Torque 3D now :)
#8
08/31/2009 (11:00 pm)
Great work ! thanx ! :D
#9
torque.abigholeintheweb.com/public_system/useruploads/PathShape_for_T3D_beta5.ra...
edit: I don't have the video codec but 20MB for 6 seconds is a big 'whoa'.
09/01/2009 (3:39 am)
bighole'd ittorque.abigholeintheweb.com/public_system/useruploads/PathShape_for_T3D_beta5.ra...
edit: I don't have the video codec but 20MB for 6 seconds is a big 'whoa'.
#10
why didnt get this?
%state has get value '0'
09/01/2009 (8:48 am)
i cant get %state = %obj.getstate();why didnt get this?
%state has get value '0'
#11
0 = Forward
1 = Backward
2 = Stop
If it is not '0',the platform will be stopped and will go when you step on it.
That's why i did it Forward.
It is set in the PathShape constructor:
09/01/2009 (9:21 am)
Yes,it is '0'0 = Forward
1 = Backward
2 = Stop
If it is not '0',the platform will be stopped and will go when you step on it.
That's why i did it Forward.
It is set in the PathShape constructor:
mState = Forward;You can change the state with setState()
#12
hmm... why this code didnt work? i cant make Loopingshape by category
function LoopingShape::create(%data)
{
%obj = new PathShape() {
dataBlock = %data;
};
return(%obj);
}
A collsion with a loopingshape has occurred
scripts/server/pathShape.cs (33): Unknown command getState.
Object (4067) StaticShape -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
09/01/2009 (9:52 am)
@ Thx Picasso!hmm... why this code didnt work? i cant make Loopingshape by category
function LoopingShape::create(%data)
{
%obj = new PathShape() {
dataBlock = %data;
};
return(%obj);
}
A collsion with a loopingshape has occurred
scripts/server/pathShape.cs (33): Unknown command getState.
Object (4067) StaticShape -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
#13
in the editor select the looping shape,look at its ID
in console write up:
and you will see getState() as an existing method
if not - you have a problem
a possible issue is wrong integration of the code
did you add the pathshape files in your project before compile ?
if not, in Visual Studio go to Full DLL ,select T3D dir and use 'add - existing item'
there shouldn't be any trouble on integrating this code,since i shared the whole files,you only need to replace the old ones.
09/01/2009 (9:59 am)
the shape must be created in onClientEnterGame()in the editor select the looping shape,look at its ID
in console write up:
2489.dump();where 2489 is my ID
and you will see getState() as an existing method
if not - you have a problem
a possible issue is wrong integration of the code
did you add the pathshape files in your project before compile ?
if not, in Visual Studio go to Full DLL ,select T3D dir and use 'add - existing item'
there shouldn't be any trouble on integrating this code,since i shared the whole files,you only need to replace the old ones.
#15
i think there is someting wrong with your integration
09/01/2009 (3:20 pm)
there are no problems with editing pathshapes or path markers in editori think there is someting wrong with your integration
#16
Thanks for working on this. This is one of those much needed and very useful features that a lot of folks can benefit from.
All,
I'm having trouble viewing the video and would like to ask anyone who can view it to please do a Screenr cast of the video playing. Then post the Screenr link here.
Thanks!
09/06/2009 (5:47 pm)
Picasso,Thanks for working on this. This is one of those much needed and very useful features that a lot of folks can benefit from.
All,
I'm having trouble viewing the video and would like to ask anyone who can view it to please do a Screenr cast of the video playing. Then post the Screenr link here.
Thanks!
#17
09/06/2009 (5:56 pm)
#19
I got this platform all set up and it works great- except when I use my own artwork for the platform there are some serious collision issues with the player falling through/getting stuck (even with simple box for collision). The collision works fine as a static object but behaves strange when moving on path. Anyone have similar?
Is there anything in particular that needs to be done to the platform dts?
Thanks!
09/08/2009 (8:08 pm)
Hello,I got this platform all set up and it works great- except when I use my own artwork for the platform there are some serious collision issues with the player falling through/getting stuck (even with simple box for collision). The collision works fine as a static object but behaves strange when moving on path. Anyone have similar?
Is there anything in particular that needs to be done to the platform dts?
Thanks!
#20
They are build the same as static shapes with a collision.
How do you create the platform ?
And how do you spawn it ?
You should check your collision box.
It must be a convex.
If it is not a closed convex,the ray cast will fail and you will lose the dynamic attachment.
Now i see you are new to the Torque engine,that's why is good to read the collision documentation.
www.garagegames.com/community/forums/viewthread/94967
09/09/2009 (4:21 am)
No,there is nothing special to do in platforms.They are build the same as static shapes with a collision.
How do you create the platform ?
And how do you spawn it ?
You should check your collision box.
It must be a convex.
If it is not a closed convex,the ray cast will fail and you will lose the dynamic attachment.
Now i see you are new to the Torque engine,that's why is good to read the collision documentation.
www.garagegames.com/community/forums/viewthread/94967

Associate OmegaDog
6 hrs before I can get to my PC with Torque3D on it.
PleaseZ much suffering now!