Showing posts with label Graham. Show all posts
Showing posts with label Graham. Show all posts

Monday, November 16, 2009

enhanced weapons : fun for the whole family

ok so i got the most part of the homing code working again, the irony is it wasn't all that difficult just took a long time to figure out, that he had left out an ENTIRE script file, and then find why it wasn't 'exec-ing' it properly (well never found it out, just whacked it on the end of something else)


so after including that file, a total number of things that are now working,

  • homing/sidewinder/terrain following (i.e. its now seeking targets)
  • aimbox thingy (including changing colours when locked on)
  • hud (interstingly it now changes colours like the box does)


anyway heres another piccy, yes the aim is off and everything but i wanted to show it working... in case you were also wondering, yes it also works with the multiple weapons/triggers thing i did before. (an 'unfortunate' side effect of using the same build/project). so yes you can fire 16 homing rockets simultaniously.

Monday, November 9, 2009

mount point in mount position

yeah more or less will be needed with the new wepons slots and such, just a small ish resource i have ported, that i will put up on the share.

just basically lets you pass in a value to the image you are mounting, instead of just reading it from the datablock, which lets you use the same weapon/datablock, to mount on many mountpoints...

whereas before if you wanted to mount a weapon on your left and right hands say, you would need two datablocks with different mount point values, now you can set that value when you mount the weapon in script...

about another 2 hours work there ;)

Friday, November 6, 2009

a little update :P

ok so the old code i had was working 100%... just did a little more testing... (+2hrs)

expanded the maximum number of triggers to 32, and mounted 32 wepons, all the tirggers fired all the weapons,[albiet one at a time not together, didn't test that :( ] absolutely without any problems...

so as far as limitations go on the images/mounts/triggers, we are far from limited :P...


picture of the triggers output code i wrote into default bind


Thursday, November 5, 2009

more weapons !!

yeah so i spent about 7 or so hours working on this :
under more weapons, in the torque resources folder, on the network share... it was harder than i initally thought... because you needed to increase the mask bits and stuff to get it to work, which is harder than it sounds... anyway

simply lets you mount 32 images (ie weapons), also i increased the number of triggers to 8, you can set it to 16 at least(and i have tested)...

yeah so you can have weapons mounted and firing from slots 0-7, with the code i provided, and even firing up to 14 weapons (could be a dodgy loop loosing one) at the same time... if you really wanted, you could link up two wepons per trigger, or just put more triggers, and you could fire all ~32...

Thursday, October 1, 2009

Torque 3d v 1.0 and a 3d radar fix

Yeah two points in this one,
1) First is easiest, the version i had of the 3d radar,
had a but where it didn't draw the lines,
its fixed easy enough, (nb i don't have it in front of
me so i am going from memory)
just copy the 'setdrawblock' or whatever its called,
into the start of the if statement that draws the lines.

i will repost this later with my updated and fixed version,
when i get back to tafe, i also added in custom colours for blips...

2) re : http://www.garagegames.com/products/download/385
and version one being released, so are we moving to the new version?
i would assume so, and saying that, can anyone say how similar/different
it is? (more to the point are we going to have to rewrite everything again?)

Wednesday, September 23, 2009

3d radar, update again mk2 :P

now it is almost 99% done...

thing i have done :
the blips read the team to assign colours, which are set on the control itself
the blips read from the datablock to the picture to use (or do a 'square' if empty)
the blips 'scale' colours(nb inc. alpha) set on the control, according to range
the blips scale size, with 3 variables on the control (overall size, close/far size)

things still to be done :

possibly more (or custom?) team colours (ie in the same way the blip pictures are atm)

anyway... so here is a picture to show an example
(the players have the radar plane as there picture, the vehicles have theres as the plane inverted and upside down, and the rocks have none, so is just a block for a blip)
(the teams are set in the object block, but can be changed as example there is one of each for each type here, but say in game, you would be asigned to team 1 or team 2, and have team 3 for debris/rocks/neutral/etc)


so yeah now you can have custom blip pictures, about another 4 or so hours worth of work... i will clean it up then post it on earth...

slightly cleaned up version put on ::
\\earth\projecttemp\supernova\3dradar

Tuesday, September 22, 2009

3dradar ... erm.... again!

so a revisit was in order to move the colours and such, away from person/vehicle to 'team' number...

on that branch i put in code to draw a picture for the blip on the radar, if the radar had one...

the radar reads the team from the datablock, (atm just checking for 0/1) then i moved the radar blip picture to checking the class for the bitmap, and drawing it if its there or just drawing a box (like before)...

all working, except for one problem i have at the moment, where everything is drawing, as though it is a player... (ie has a bitmap), so this may need even more work...

Monday, September 7, 2009

much much better progress

the look for the radar at the moment :
green for vehicles (note yes it is a bouncing boulder it actually somehow qualifies as a vehicle...) and red for people, that go darker/lighter smaller/larger less/more opaque depending on the range form the player

its taken more than 16 hours, but that was more to do with my unwillingness to admit defeat and start again, than the actual coding, which i could probably do now in under 1 hour...
[edit] : 9/9/2009 4:00pm :
spent another 2-4 hours on this, got it working much better, and moved some more of the controls, to torque script (why was i using hardcoded values anyway ARG!)
so if anyone wants to see it, or test it, at all ::
let me know if you guys want anything else put in, or taken out or anything
[/edit]

Tuesday, August 18, 2009

3dradar : progress (or lack thereof)

so another week into the project, it seems like i made,
little to no progress at all, possibly even progress backwards...

however sam knew of a resource and brought it to my attention:
http://www.garagegames.com/community/resources/view/17413
it is ironically, probably everything i will need to get this working,
now i just need the time to look at it, and merge the two ideas...

Wednesday, August 12, 2009

3d radar : new version

Made progress, in the fact i got the guts of it into the
new version. To do so i had to remove most of the graphics
coding, but the rest of the core coding of it still works.
(ie it still makes the lines and squares where they should be)

Now the fun part begins where i either figure out a way to update
the renderer/graphics coding to work in the new version, or a new
way to do what the old code was doing...

Monday, August 3, 2009

3d radar : week 2 progress

yeah so i have it working in the old version, now the fun
starts of getting it working in the newer version.

with the changes to the graphics systems and such,
it could be a difficult task to accomplish.

Saturday, August 1, 2009

3d radar, my task

As was explained to me i am now doing 3d radar,
oh well i suppose it works, might give me a chance
to use my geo/trig/calc skills (or lack thereof)
i have a few ideas for this, that i will be trying...

as for names, there was talk about the destruction
of a sun (solar system?) for a possible story line, in
that scenario my favourite was :
no-star wars