Mount point question
by Casey Weidner · in Torque Game Engine · 08/31/2004 (3:52 pm) · 8 replies
Hi, i may have over looked this, but when building models is there more mount points than just weapons? i.e. for armor clothes bags that sort of thing? or is that something that i am going to have to do from scratch? thanks
Casey
Casey
#2
Thanks again
Casey
08/31/2004 (5:55 pm)
Thanks for the quick replie, im sure i'll have more questions..lol... but i need to look into the dts exporter for gamespace some more to make sure i'm understanding every thing correctly ..Thanks again
Casey
#3
In your model, create nodes called mount0,...mount9.
When mounting an image or an object, you just need to specify the node number ( 0...9)
09/01/2004 (6:49 am)
It's not that hard to use them.In your model, create nodes called mount0,...mount9.
When mounting an image or an object, you just need to specify the node number ( 0...9)
#4
www.garagegames.com/mg/forums/result.thread.php?qt=20978
09/01/2004 (9:58 am)
Here are some more detailed explanations that may help you quite a bit. Be sure and read to the end because some of the info has changed and been updated towards the end.www.garagegames.com/mg/forums/result.thread.php?qt=20978
#6
You got some of this info, but I'm spewing anyways:
A shapeBase Derived object can have up to 32 mountpoints (not some may be off-limits or specialized, I'm looking into this now). They are represented by the a joint/node named mount0, mount1, ... mount31
If you wish to mount an image or a shape to mount point on another shape, the object to be mounted must have a node named: mountpoint.
Mounting images:
Images must specify which node they will mount to in the datablock ->
Then to mount, assuming %obj is a handle to some shapeBase object you wish to mount to, you would type:
To mount a shape on a shape, assuming %obj is the shape to mount on and %obj2 is the shape be mounted:
Hope this helps!
Note: This will be covered as well as many other samples in EGTGE when it comes out.
[HOW]EdM|EGTGE
09/01/2004 (11:39 am)
Casey,You got some of this info, but I'm spewing anyways:
A shapeBase Derived object can have up to 32 mountpoints (not some may be off-limits or specialized, I'm looking into this now). They are represented by the a joint/node named mount0, mount1, ... mount31
If you wish to mount an image or a shape to mount point on another shape, the object to be mounted must have a node named: mountpoint.
Mounting images:
Images must specify which node they will mount to in the datablock ->
datablock shapeBaseImageData(myNewDatablockName) {
shapefile = "xyz...";
...
mountPoint = 0; // Mount me on mount0, etc.
}Then to mount, assuming %obj is a handle to some shapeBase object you wish to mount to, you would type:
// The first argument is the image datablock ID or in this case the name // The second argument is a slot (not a mountpoint), of which you have eight per shape %obj.mountImage(myNewDatablockName, 0);
To mount a shape on a shape, assuming %obj is the shape to mount on and %obj2 is the shape be mounted:
// First argument is the shape to mount onto %obj // Second argument is the MOUNT POINT (in this case mount0) %obj.mountObject(%obj2,0);
Hope this helps!
Note: This will be covered as well as many other samples in EGTGE when it comes out.
[HOW]EdM|EGTGE
#8
I am having a little problema with mount point,
I did a test with a character (player) - creating a mountpoint in dts player and dts obj...
Test in TorqueShowToolPro and its work fine but when I test in the game the mount point looks a little diference in the position (a little offset)
Here is my script test to do that:
datablock StaticShapeData(ObjTest)
{
catagory = "Misc";
shapeFile = "./obj.dts";
emap = true;
mountPoint = 0;
//eyeOffset = "0.0 1 0.0";
};
%player = new Player() {
dataBlock = PlayerBody;
client = %this;
};
%obj = new StaticShape() {
canSaveDynamicFields = "1";
datablock = "ObjTest";
receiveSunLight = "1";
receiveLMLighting = "1";
useAdaptiveSelfIllumination = "0";
useCustomAmbientLighting = "0";
customAmbientSelfIllumination = "0";
customAmbientLighting = "0 0 0 1";
useLightingOcclusion = "1";
};
%player.mountObject(%obj,0);
There is any tip to do that? Its correct?
08/22/2007 (9:40 am)
Hi All,I am having a little problema with mount point,
I did a test with a character (player) - creating a mountpoint in dts player and dts obj...
Test in TorqueShowToolPro and its work fine but when I test in the game the mount point looks a little diference in the position (a little offset)
Here is my script test to do that:
datablock StaticShapeData(ObjTest)
{
catagory = "Misc";
shapeFile = "./obj.dts";
emap = true;
mountPoint = 0;
//eyeOffset = "0.0 1 0.0";
};
%player = new Player() {
dataBlock = PlayerBody;
client = %this;
};
%obj = new StaticShape() {
canSaveDynamicFields = "1";
datablock = "ObjTest";
receiveSunLight = "1";
receiveLMLighting = "1";
useAdaptiveSelfIllumination = "0";
useCustomAmbientLighting = "0";
customAmbientSelfIllumination = "0";
customAmbientLighting = "0 0 0 1";
useLightingOcclusion = "1";
};
%player.mountObject(%obj,0);
There is any tip to do that? Its correct?
Associate Logan Foster
perPixel Studios
I hope that helps, just let us know if you need more info.