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GuiObjectView Consolidated

by Ronald J Nelson · 01/29/2006 (3:32 pm) · 47 comments

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I am not taking credit for all of this. This is just a consolidation of the following resources that I did and thought it would save others time weeding through it. Please post any other updates you might make to it that improve it so we can all benefit from it.

guiObjectView - Mountable Animated DTS Viewer
GuiObjectView Update
GuiObjectView Update: Lighting Support

Just place the files in your engine\gui\controls folder, add to your build, then compile.
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#1
01/29/2006 (3:48 pm)
Thank You! This is especially helpful for a novice like me:)
#2
01/29/2006 (4:40 pm)
Does this also have the TLK updates in it? If so, will this stop a non-TLK build to not work?
#3
01/29/2006 (5:01 pm)
I have been waiting for someone to update the GuiObjectView resource. This resource works like a charm! Thankyou!
#4
01/30/2006 (1:46 am)
#5
01/30/2006 (10:08 am)
JM Mae

Looks like a misplaced hub on the model side rather than any code bug.
#6
01/30/2006 (10:20 am)
Anyone know if this has the TLK code added to it? Better yet, could we get a list of the exact mods (with links) that were brought together to make this one?

EDIT: Ignore this, I see now the list is in fact there. So it's everything done so far with the exception of the TLK additions. GREAT resource! Thanks Ron!
#7
01/30/2006 (12:48 pm)
I have the TLK installed with 1.4 and just ran into a problem that Torque crashes once I go into a mission and back out of it and go back into my Character Setup dialog. I can see in debug that its crashing in the TLK code and have verified by removing lighting from this resource.

@Jonathon - Can you point me to a file within the TLK that I might be able to use as a reference to get this functioning with lighting intact. Thanks!

Excellent resource by the way, I was in the process of putting these in my code and this saved a lot of time for sure.
#8
01/30/2006 (12:57 pm)
The 'lighting' support option above is the TLK additions. So I was wrong in assuming it wasn't. When I go to the TLK maker's website it points to that lighting resource. Although I do own the TLK, I haven't merged it with my TGE 1.4 modified engine yet. You should open a forumn message in the private TLK boards with this error so people can try to resolve it! =)
#9
01/30/2006 (12:59 pm)
Thanks, Will do!
#10
01/30/2006 (2:09 pm)
Hi guys, the latest Torque Lighting Kit (version 1.4) comes with a custom GuiObjectView designed specifically for TLK, so you shouldn't need an additional resource.

-John
#11
01/30/2006 (2:13 pm)
I did a search for this but could not find it in the TLK folder. Where is it located?
#12
01/30/2006 (2:15 pm)
The one TLK comes with IS the one from the GuiObjectView Update: Lighting Support resource. If you go to their site and try to download it, it'll redirect you to the Lighting support resource.
#13
01/30/2006 (2:18 pm)
Jonathon, I was referring to one that was meant to be packaged into TLK 1.4.

John, you are right the files were omitted. I'll look into how this happened.

-John
#14
01/30/2006 (2:35 pm)
John K. - Would it still be useful to post this problem on the TLK site. From what I have found it is a bad pointer in sgLightingModel.h at line 238 that is causing the problem and it might have effects beyond just this resource.

Let me know.
#15
01/30/2006 (2:51 pm)
The problem is that the GuiObjectView code is stepping on top of the scene graph's light list, which creates a situation where Torque is trying to render with no lights. I think this is why lights were not added to the resource in the first place. The GuiObjectView designed for TLK avoids this.
#16
01/31/2006 (3:37 am)
<>

@JM Mae, I get the exact same problem as you. Only I can reproduce it every time. I have several GUI Object views on screen at once and the objects I display have multiple objects mounted. Some of the end up in very strange positions. Other times they mount perfectly so it's definitely not the models. I can provide a screenshot if people need one to prove it.

I have looked into the code and can see no reason why it should be happening. But then I'm only an intermediate C++ coder.

I would appreciate if someone could look into this problem as a matter of urgency as I'm almost at the point of abandoning the GUI Object View control and finding an alternative mechanism to display my players choices. Which would be a shame 'cos it looks quite nice when it works.


To reproduce this problem. Create a model with a few mount points. Create some models to attach to those mount points.

On a gui form, add a bunch of GUI OBject view controls and set them up so that the models are loaded and mounted.

You should see the problem. Some objects will mount, some will not. Some will be visible in the correct places, others will be invisible or in strange locations.
#17
02/01/2006 (12:59 pm)
You are welcome.

As for the wheel problem, it has been around since the original version of this thing came out and no one has come forward with a solution. If anyone comes up with one, let us know.

Yes this has the TLK resource. Like it says a consolidation. I just added everything out there on this thing and made sure it works as well as it has been up to this point.
#18
02/15/2006 (8:26 pm)
@Ron, this is an excellent resource, very good work and saved me tons of time.
I added this to the MMORPG Enhancement Kit, and the DMK.
Hope you don't to terribly much.
#19
03/07/2006 (3:03 am)
If anyone is having a problem with the cameras distance from the model messing up when you open/close other GUI's (i.e. opening GUI editor, or starting a mission then dropping back to the GUI this object is on) try this fix:

in guiObjectView.h add:

bool mZoom;
		bool mSpin;
		[b]bool mSetupWake;[/b]

in guiObjectView.cc add:

// Can zoom and spin by default
	mZoom = true;
	mSpin = true;
	[b]mSetupWake = false;[/b]
......
	[b]if(!mSetupWake) {[/b]
		mCameraMatrix.identity();
		mCameraRot.set( 0, 0, 3.9 );
		mCameraPos.set( 0, 1.75, 1.25 );
		mCameraMatrix.setColumn( 3, mCameraPos );
		mOrbitPos.set( 0, 0, 0 );
		mOrbitDist = 9.5f;
		[b]mSetupWake = true;[/b]
	[b]}[/b]
#20
03/16/2006 (8:54 am)
Finally got the my player loaded with this resource. The others never seemed to work yet it was the same script I used for this one.
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