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3D radar Gui Control

by Guy Allard · 10/22/2008 (9:21 am) · 14 comments

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I wrote this gui control some time ago while I was messing around with a space game. I didn't get around to finishing it off, but this prototype is fully functional and hopefully of use to someone.

To use, assuming a standard TGE 1.5.2 install:

1) Place radar3D.png into example\starter.fps\client\ui

2) Place guiRadarTSCtrl.h and guiRadarTSCtrl.cc into engine\game\fps

3) Add guiRadarTSCtrl.h and guiRadarTSCtrl.cc to your Torque Demo project and compile

4) Start torque, load a mission, hit F10 to go to the gui editor, and add a GuiRadarTSCtrl from the new control drop-down.

5) Go to the bitmap field in the properties for the control, and point it at example\starter.fps\client\ui\radar3D.png

You can customize the colors for the blips, choose a different texture, and change the range that the radar operates over. See the bottom of guiRadarTSCtrl.cc for functions that can be accessed from script. There's loads more functionality that could be easily added to this.

Enjoy

#1
10/22/2008 (10:03 am)
Nice.
#2
10/22/2008 (11:25 am)
Nice. Does this work with TGEA 1.7?
#3
10/22/2008 (7:30 pm)
Works in TGE 1.5.2 AFX 1.0.2, testing it now
#4
10/22/2008 (9:31 pm)
Very nice.
#5
10/23/2008 (8:03 am)
@Julian R - no, this version doesn't work with TGEA, but I do have a TGEA version that I'm cleaning up and will submit soon.
#6
10/23/2008 (8:50 am)
Thanks Guy, look forward to it.
#7
10/31/2008 (12:50 pm)
Very cool!
#8
11/01/2008 (12:22 am)
cool
#9
11/04/2008 (7:10 am)
Any news on the TGEA port of this resource?
#10
11/13/2008 (11:56 pm)
I rated this a 5 cause it and you rock!

Good resource man very good resource!
#11
11/25/2008 (8:09 pm)
is it work for TGE 1.4 ?
thank's
#12
09/10/2009 (8:17 pm)
AWSOME Resource works great wih TGE 1.5.2
#13
06/23/2010 (8:12 am)
thanks a lot
#14
08/18/2011 (4:52 am)
I realy like this resource. The only bad thing, i don't get it work in T3D 1.1. I have a version, working in T3D beta3.
Would be nice, if we would have a radar in the stock code of T3D, so we don't need to port it, every time GG change the source code. Not everyone is a C++ guru :), and it would save time to port games to new versions.
At least, it is a nice resource!
#15
11/04/2011 (10:05 am)
Just posted engine source that works in 1.1 Final here:

http://www.garagegames.com/community/forums/viewthread/101223