Game Development Community

environment maps dont work on animated models?

by Dr. John Nobody · in Torque Game Engine · 06/16/2003 (6:51 pm) · 42 replies

hey, I've made a number of animated models that lose their environment mapping once animated, whats the deal?
#21
06/17/2003 (11:21 pm)
well I'd agree with you that small lookovers are the worst bugs... but oh wait, no they arnt! the game crashing my whole computer when I try to load it up, now thats the worse bugs, and I have plenty of those to worry about, I'm not going to waist my time with stupid BS like this, I dont know why animating models turns off their environment mapping, but it wont hurt either the gameplay or the stability of the game therefore it gets last priorty (besides, I dont know enough to try and fix it, I'd probably just F up the engine and have it crash my computer when I try and run the game ;) ). Especialy when I can easily just make this two object, considering most of the shape is not animated, therefore I doubt the player will really even be able to tell any difference, what really sucks is that the giant orrery I made wont be emaped, but so what, I'd rather get this game done one day then waist tons of time on every little thing. Besides, I have a clock and an orrery, besides that I dont even think I have any animated and evironment mapped objects so unless you want to figure out this problem, just back off
#23
06/18/2003 (12:37 pm)
must be the drugs... ;)
#24
06/18/2003 (12:56 pm)
That is the drawback to forums, you can easily misinterpret something.
#25
06/18/2003 (1:09 pm)
ok, I wrote that at like 4am while medicated and I just reread it and realised that it isnt written that well, but dont give me that "??" bullshit, you know whatI meant.

I'm trying to make a game here, one that I work real hard on all the time and I dont need this "So you expect to get an answer in 1 hour?" "sigh" and "small lookovers are the worse bugs" crap, I started this thread in hopes of getting a little feedback on running animations on environment mapped models and not only have you not added anything helpful in any way, but you've been critisizing me and how I decide to go about making my game three times now. Like I said, if this "small lookover" bothers you so much YOU FIX IT, but dont tell me whats the biggest bug in my game and what I should be spending my time working on.

oh yeah "and i thought emap was kinda obvious.. was just my thought" well you know what I thought? I thought it was pretty obvious I wasnt talking about player models, since I mentioned static shapes and special scripts to animate them, so maybe you dont have such strong grasp on what is and isnt obvious
#26
06/18/2003 (1:37 pm)
Hehehe, this is so funny, you misinterpreted what I said waaaaaaaaaaaaaaaaaaay off.

Anyone with a bit of brain understands that what I meant to say is that stupid stuff like a wrong variable type, or a missing comma, or an extra space or silly stuff like that, many times make us lose lot's of time trying to find them. THAT's what I mean with that.

Anyway, you are the one missing the grasp between something here, because a player model, a tank model, a stupid clock with an animation... they are all the same crap!!!
They are all .dts models under the ShapeBase class using a TSStatic object, so stop making differences where there are none, at least learn the engine first and then call me stuff.
Any model can have an emap, any model can animate. If the player model can, then any shapebase can. What IS different, is that you used a mission editor "Static Shape" at first, which ins't a StaticShape class, but a TSStatic. And if you care to read the source code a bit you'll learn that TSSTatic's dont use a datablock and thus are very different than other objects, since they aren't derived from ShapeBase, but on the other hand StaticShapes (the CLASS), Player, Vehicle, etc, all have datablocks and all derive from ShapeBase... and ALL of them have an emap value in the datablock and ALL of them have support for playing animation threads.

Hope that clarifies a bit your misunderstanding besides stopping you from calling me stuff before you understand what I meant.

Regards,
Xavier
#27
06/18/2003 (5:25 pm)
Hehehehe, this is so funny, you wont stop being a GIANT cooooooooooock

I guess I dont even have "a bit of brain", the way I see it, if your "small lookovers are the worst buggs" comment was placed say 7 posts and 10 hours earlier, then it might have made sense in the way you thought it did, but in the place you wrote it, right after I mentioned that I was going to do the clock kinda sloppy and not fix the real problem, it was a direct attack on my decision as to how to do my project. I guess your "bit of brain" cant understand the chronological order of a conversation, but thats ok, just act like a dick and make a post about what an idiot I am for not understanding your message, very mature.

Anyway, I might be missing a grasp between something here, in fact no shit I am, thats why I started this fucking thread you idiot. I'm not a torque guru and I've never claimed to be one, I am in computer science and I know my shit pretty well (although I am admittedly getting sloppy since its summer), but I've spent the last year (hobby wise) trying to become a good artist, while someone else was doing the coding, he recently quit and now I'm waist deep in shit I've never seen before, so ya, I have questions. The last thing I need is you filling my thread with stupid pointless unconstructive crap, then calling me an idiot because you know more about torque then I do, and then insulting my "stupid clock".
So Mr. Genious, if this is all the same crap as you so elequently put, then why doesnt it all work the same? I guess you probabaly have another dick answer about how its my fault because I dont understand your meaning of its all the same crap. I do appriciate you finnaly giving me some usefull information, its nice that you only decide to be helpful in a smug attempt to act superior, once again, very mature ;)

look man, I dont know if too many kids in middle school put "kick me" signs on your back or something, but I dont need your overly defensive paranoid bullshit. I not once in this thread called you names, which you felt the necesity to accuse me of doing twice (just because you say things doesnt make them true). I'd really appriciate it if you wouldnt spread lies and try to vilanize people. Instead of waisting both of our time by being a dick, how about you go fail at another unfinished project and leave me the hell alone?

Either way, since you have nothing appropriet to this thread to add, I consider your involvement over. Go ahead and make another personal attack against me (heck, even make up more fake stuff about me, heres a good one, how about I kick orphans?). Now that I've set things straight for you, I for one am going to be taking the high road :)

Regards,
Eric
#28
06/18/2003 (5:28 pm)
One reason for coming in here and helping ..
was to try to avert a war.


Why dont ya guys just kiss n' make up?
this thread was cool, when there was a problem to solve.
but now i'ts just annoying me ..
specially with my nick all over it.

:)
so chill out no need to bash each other.
peace out.
#29
06/18/2003 (5:38 pm)
Ah what the heck, I cant stay mad when theres a canadian around, you guys are just so damn lovable :)

I'm willing to kiss and make up if you are Xavier
#30
06/18/2003 (6:19 pm)
*munches popcorn*
#31
06/18/2003 (8:48 pm)
Sheesus. You need to grow up dude. Did you count how many swearing you could put in a sentence?

And... another failed project? Did you recently check www.riseofpower.com dude?
I never attacked your project neither you, you are taking things way off topic, but if you wanna do it fine, then you can imagine I called you thousands of things. I'm done here.

The only thing in clean I can take out from this, is that you could have solved that on your own If you had carefully read source code and stuff... if you are so skilled at the art of programming like you say you are then I can imagine that you can figure that and lots more from simply reading some header files.

And don't start spitting out bullshit again about me saying blah bleh bluh, just read what I say and not what you want.
#32
06/18/2003 (8:55 pm)
@Stanley: Can I have some? This is really funny :)
#33
06/18/2003 (9:13 pm)
Oh well, I guess Xavier doesnt want to kiss and make up like civil human beings... at least its the high road for me :)

anyway, sorry that your WWII project didnt pan out, and that other thing you were working on either, I wish you and the whole Rise of Power team the best of luck
#34
06/18/2003 (9:45 pm)
Whoops, accidentaly double posted what I had in the last post
#35
06/18/2003 (9:54 pm)
Yay! just figured out the problem, I'd like to thank badguy for leading me in the right direction and I'd like to thank Xavier for uhhhh... inspiration :) but most of all, I'd like to thank J for sharing his popcorn with me :)

"The only thing in clean I can take out from this, is that you could have solved that on your own If you had carefully read source code and stuff... if you are so skilled at the art of programming like you say you are then I can imagine that you can figure that and lots more from simply reading some header files."

when your right your right :)
#36
06/19/2003 (8:47 am)
@Eric: the WWII is working out... check them out at www.invasionworks.com ... I left the team though, had some differences with their view of gaming that's all.
And I didnt work on anything else besides my personal project that I left because I was offered money to do something else....
#37
06/19/2003 (12:29 pm)
K, happy Eric's stuff is working :) But mine doesn't :(
I added emap="1"; to the animated objects datablock and now I have emap but no texture on the object :< , any ideas?
#38
06/19/2003 (2:00 pm)
Mmm... now that's weirder. It might be that your emap channel is too strong maybe? So when it's activated it's so opaque that you can't see the original texture.
#39
06/19/2003 (4:00 pm)
@Leslie: Xavier brought up a good point, if your emap channel is to strong it could overpower your texture, try loading it up as a static shape, if it still has the problem then its the model, if not then it must be something code related... at least you'll know

@Xavier: I still wanna be your friend... you can come to my birthday party if you want, we can have cake and you can even pick the flavor of ice cream :)
#40
06/19/2003 (4:44 pm)
Gee, glad that's over.
Now I'm actually getting some useful info out of this thread :)