Game Development Community

Stopping the Camera from jumping on intervening meshes.

by Cassy Brink · in Torque 3D Professional · 12/21/2009 (4:38 am) · 4 replies

Alright, so, after having the engine since Beta 4 (which I purchased while in Afghanistan, mind you, so at one point I *did* have an excuse not to have played around with the engine - which, might I add, GarageGames was kind enough to mail to my deployed address), I finally got around to truly sitting down and playing with the new engine. I had a license for TGE as of 1.4.1, and had played with it in the past, but didn't really stick with it all that much before.

So anyways, I went through the "RTS Prototype" tutorial on the documentation page (http://docs.torquepowered.com/torque-3d/official/index.html?content/documentation/Scripting/Advanced/RTSPrototype.html), and had no problems, but I did notice one (annoying) issue after using the Forest Editor to add trees. The camera, when it detects intervening objects, such as the trees, it jumps between them and the player. Before I start digging around - it is 3:00 AM, after all - trying to find what I'm looking for, is there anybody on here who has a known-good method of stopping this, preferably within script? I still need to get the engine to compile without errors in VS2010.

#1
12/21/2009 (8:57 am)
I don't think it can be dine with only scripts. You need a really minor source code change to get it working (aka: comment the code lines that cast a ray and "correct" the camera position based on its result).

I think it's long been overdue to have a console method to enable/disable the orbit camera collision, or control the object types it collides with.
#2
12/21/2009 (3:13 pm)
Well, then it looks like I need to find a new way to do the RTS camera style, or get working on making this thing compile in VS2010 - whichever I get done first, I guess. If I do the latter, I'll set it up based on object types, and post a resource after I'm done.
#3
12/21/2009 (3:20 pm)
What actual errors were you receiving with your compile?

They'll always be a few issues listed with a compile that you can safetly ignore if you end up with a working exe at the end of it.

(based on previous VS versions) Be aware that if you're using Express, you can't compile the IE plugin (you need the full Pro version for the extra dlls), and thus should unlink/deselect the IE plugin part of the solution.
#4
12/21/2009 (6:11 pm)
Actually, I think it's because I forgot to install the PhysX SDK. Once I get it downloaded & installed, I'll work more on it - but I won't be able to do that until HughesNet's unlimited hours kick in at 2 in the morning >.>