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
#22
10/08/2009 (10:07 am)
This resource doesn't seem to work for T3D 1.0, I am trying to port it over though my c++ is not so good I'll keep chipping away at it, maybe learn something.
#23
10/10/2009 (2:22 pm)
Ok, I give up. If anyone out there has the means of updating this resource for 1.0 that would be great! If any of you GG people are reading this, perhaps we can get this integrated into the engine itself in T3D 1.2 or so.
#24
10/12/2009 (9:22 am)
I tried the resource yesterday and got a LINK error on compile. Did you try cleaning the project before you compiled. I will be looking into this further this week to get the resource in.
#25
These days i didn't have enough time for this one.
10/12/2009 (3:47 pm)
I will provide a T3D R1 port soon.These days i didn't have enough time for this one.
#27
rapidshare.com/files/293909895/PathShape_for_T3D_1.0.rar
Michael,add pathShape.h and pathShape.cpp files in your project.
10/13/2009 (1:08 pm)
Here is the new file:rapidshare.com/files/293909895/PathShape_for_T3D_1.0.rar
Michael,add pathShape.h and pathShape.cpp files in your project.
#28
10/13/2009 (8:03 pm)
Rad.
#29
10/14/2009 (9:44 am)
Thanks Picasso. I am also wondering if the pathSape object is mountable. It looks like you dirived the pathShape from the static shape but if I try to mount the object to another path shape it does not work.
#30
mountObject(),attachChild() ?
They should be mountable,it is possible there is something missed in the code.
10/14/2009 (9:56 am)
How do you mount the object ?mountObject(),attachChild() ?
They should be mountable,it is possible there is something missed in the code.
#31
10/14/2009 (10:25 am)
I am using the mountObject.
#32
10/15/2009 (12:50 am)
Sory for the delay in responsed but I had a 2 days of development to do in one day. I am actually trying to mount a path object to a static object. I think that this may be esier if I use the pathshape and the static object to create a new object type that will attach the player to the object like the pathshape object.
#33
10/15/2009 (10:57 pm)
Is anyone else experiencing problems with the new T3D 1.0 version of this resource? I keep falling through the platform (even with default platform and player models)
#34
At the end of processtick():
try to add this:
If it works,i will re-upload the files.
About mounting:
I have not tested this yet.
This resource still needs a lot of improvements.
Attaching with the platform should be created using the extrude poly list information in updatePosition(),not within a ray check.
It should be done directly in c++,not in a TS callback.
Gamebase network traffic can be optimized.
I believe the same idea was used in Marble Blast.
Implementing a ready physics solution does not solve the problem with the render transform update.
Actually i see a lot of PlayStation games are using the same technique with the same disadvantages,so dynamic attaching idea will be alive for a long time.
EDIT: RE-UPLOADED -> see comment #27
10/16/2009 (12:30 pm)
player.cppAt the end of processtick():
try to add this:
if (!isGhost()) updateAttachment();
If it works,i will re-upload the files.
About mounting:
I have not tested this yet.
This resource still needs a lot of improvements.
Attaching with the platform should be created using the extrude poly list information in updatePosition(),not within a ray check.
It should be done directly in c++,not in a TS callback.
Gamebase network traffic can be optimized.
I believe the same idea was used in Marble Blast.
Implementing a ready physics solution does not solve the problem with the render transform update.
Actually i see a lot of PlayStation games are using the same technique with the same disadvantages,so dynamic attaching idea will be alive for a long time.
EDIT: RE-UPLOADED -> see comment #27
#35
Yeah, this did the trick!
if (!isGhost()) updateAttachment();
Thanks again.
10/16/2009 (3:38 pm)
Hi Picasso,Yeah, this did the trick!
if (!isGhost()) updateAttachment();
Thanks again.
#36
11/17/2009 (10:01 pm)
Interesting... it seems to crash sometimes if you have multiple pathShapes on a single path. Anyone experiencing similar? Solutions?
#37
The AssertFatal is ignored in release.
Also apply this fix:
www.garagegames.com/community/forums/viewthread/105937
11/19/2009 (5:14 am)
Try using DEBUG and see what happens and wheres the bug.The AssertFatal is ignored in release.
Also apply this fix:
www.garagegames.com/community/forums/viewthread/105937
#38
12/02/2009 (12:31 am)
Seems to be a number of changes in 1.1 that break this resource. I tried porting it, but the code is different enough that I don't know what is what so I got the shapes moving but attachment is busted.
#39
i am planning to port pathshape to 1.1 official when released.
The current 1.1 alpha is quite buggy,so it is unserious to provide the port now.
12/03/2009 (1:15 pm)
hi Necrode,i am planning to port pathshape to 1.1 official when released.
The current 1.1 alpha is quite buggy,so it is unserious to provide the port now.
#40
12/05/2009 (11:28 am)
Makes sense, thanks.
Torque 3D Owner Necrode