guiObjectView - Mountable Animated DTS Viewer
by Loonatik · 12/22/2002 (4:35 pm) · 56 comments
Download Code File
Install Steps:
1) Extract guiObjectView.zip into torque/
2) Do a clean build of torque
3) Extract objectViewExample.zip if needed
Usage:
"objectName" was used to identify an object, to allow you to reference it later on for things like setSequence.
Example:
Here is an example of how to load up a player object, mount a weapon and a pack. (saying you had these objects)
You can also animate mounted objects if they have sequences by using the same code that you did with player.
Todo:
* Better camera options are next, should be able to bust this out within a few days. I plan to add the ability to have it spin, and work on making it fit better.
* We really plan to expose all the animation options, including blending, multiple threads, and sound.
* Our other goal from this will be to create a Player Selection example. Which will allow people to pick a player model and customize its apperance and skin. Then allow you to load that customized object within the game.
Install Steps:
1) Extract guiObjectView.zip into torque/
2) Do a clean build of torque
3) Extract objectViewExample.zip if needed
Usage:
"objectName" was used to identify an object, to allow you to reference it later on for things like setSequence.
// objectName, shape, skin, detail
view.setObject("objectName", "fps/data/shapes/object/object.dts", "", 0); Sets the main object for the scene. Calling this again after the scene has a main object will cause everything to get unloaded and the new object to be loaded.// objectName, shape, skin, parentNode, detail
view.mountObject("objectName", "fps/data/shapes/object/object.dts", "", "nodeName", 0); Allows you to mount an object containing a node called mountPoint, to any node on the Main Object. Mounting an object to the same nodeName will cause the previous object to be unmounted.// objectName, nodeName
view.unMountObject("objectName", "");
view.unMountObject("", "nodeName");This allows you to unMount an object from the main object by either specifying the object name or the nodeName of the object.// objectName, dsq
view.loadDSQ("objectName", "fps/data/shapes/object/object_animation.dsq"); This allows you to load dsq files for the specified object. Note: not all objects require you to load a DSQ to use thier sequence. An example would be the chaingun from tribes2.// objectName, sequence, time
view.setSequence("objectName", "sequenceName", 1); This allows you to run a sequence for the specified object. You can also control how fast or slow the sequence will play by using time.// view.setEmpty();This clears the current scene of all objects.
Example:
Here is an example of how to load up a player object, mount a weapon and a pack. (saying you had these objects)
You can also animate mounted objects if they have sequences by using the same code that you did with player.
// Load the player up
view.setObject("player", "fps/data/shapes/player/player.dts", "", 0); // Example player, with default skin and detail level of 0
view.loadDSQ("player", "fps/data/shapes/player/player_root.dsq"); // Load up the root sequence
view.setSequence("player", "Root", 1); // Set the sequence to Root
// Mount the objects
view.mountObject("weapon", "fps/data/shapes/rifle/weapon.dts", "", "mount0", 0); // Example weapon with default skin and detail level of 0
view.mountObject("pack", "fps/data/shapes/pack1/pack.dts", "", "mount1", 0); // Example pack with default skin and detail level of 0
// Get rid of the pack
view.unMountObject("pack", ""); or view.unMountObject("", "mount1");Todo:
* Better camera options are next, should be able to bust this out within a few days. I plan to add the ability to have it spin, and work on making it fit better.
* We really plan to expose all the animation options, including blending, multiple threads, and sound.
* Our other goal from this will be to create a Player Selection example. Which will allow people to pick a player model and customize its apperance and skin. Then allow you to load that customized object within the game.
#42
Loading dsq starter.fps/data/shapes/player/player_jump.dsq
Error: Could not locate sequence jump
Error: Could not locate sequence jump
anyone got this problem
07/18/2006 (6:26 pm)
Loading object starter.fps/data/shapes/player/player.dtsLoading dsq starter.fps/data/shapes/player/player_jump.dsq
Error: Could not locate sequence jump
Error: Could not locate sequence jump
anyone got this problem
#45
02/26/2007 (6:44 pm)
What about spawning the player that is in the gui window with what weapons you have put on... Any help with that would be appreciated.
#46
http://www.jamestadeo.com/Games-by-James-Tadeo/torque/Torque-Tutorials/Torque-Player-Selection/Torque-Player-Selection.php#playerpreviewer
02/27/2007 (3:37 pm)
Here is the answer to my above problem in case anyone else ever finds this post and has the same problem.... This tread explains it all...http://www.jamestadeo.com/Games-by-James-Tadeo/torque/Torque-Tutorials/Torque-Player-Selection/Torque-Player-Selection.php#playerpreviewer
#47
10/27/2007 (10:17 am)
Hey anybody out there? Any advice on using the skin parameter of view.setObject("player", "shape", "skin", 0); it needs to be loaded as a tag using single quotes the way you use setSkinName('blue'), so I am lost on how to pass a tag to a string, because I cannot get it working as a tag or a string.
#48
seems like it should be:
10/27/2007 (10:43 am)
hm, i wrote this a while ago, but no longer understand it.function makeTaggedString(%plainText)
{
%cmd = "%ret = \"" @ expandEscape(%plainText) @ "\";";
eval(%cmd);
// echo("make tagged like this:" SPC %cmd);
return %ret;
}seems like it should be:
function makeTaggedString(%plainText)
{
%cmd = "%ret = '" @ expandEscape(%plainText) @ "';";
eval(%cmd);
// echo("make tagged like this:" SPC %cmd);
return %ret;
}
#49
10/27/2007 (11:23 am)
Orion my man! Once again you ride to the rescue. Thanks a lot for the quick response. I will have to try it later because today the Oregon Ducks play USC and if they win they are number 3 in the Pac-10. We are ready to boogie in Eugene today. Talk to you later.
#50
anyhow, good luck w/ the game!
i'm off for a day picnicing on the coast!
10/27/2007 (11:47 am)
always a pleasure! actually it seems like a weird place for a tagged string - afaik they only have value when moving the same string over the network several times. so another option would be to change the setObject() consoleMethod to just expect a normal string. Or better, make it so it deals with either.anyhow, good luck w/ the game!
i'm off for a day picnicing on the coast!
#51
10/28/2007 (11:07 am)
@Orion; Color me purple the skin parameter is a skin file location. Whoa feel like a numb nut. But am still having a problem. This function takes a string which I got working. Once again thanks!!!
#52
Below is a screen shot of this resource working in our new game Soul Wars.
04/09/2008 (1:13 am)
Just would like to let everyone know that this resource still works on 1.5.2 beautifully. I merely changed the location of the files to engine/gui/controls and updated them with the new location. :)Below is a screen shot of this resource working in our new game Soul Wars.
#53
08/04/2008 (4:07 pm)
I really need to get this to work. So where do I put the code listed at the top?
#55
11/28/2008 (1:18 pm)
Is this compatible with Arcane FX? I did exactly what it said, but when I open the AFX-demo it doesn't have it in the new GUI dialog.
#56
11/26/2018 (2:40 am)
Sorry to necrobump this topic, but I'd really like a download for this asset for my tge game, I cannot find it anywhere else... 
Torque Owner Kyle Cook
CharStatsView.setObject("%race", "Felswourne/data/shapes/player/"@ %race @"/"@ %race @"_player.dts", "", 0);For some reason it is chopping my variables right out of the path and file name.