Train Troops interface screenies (Warning: Large Images)
by Stephen Zepp · in RTS Starter Kit · 11/22/2004 (5:15 pm) · 16 replies
Idle Building

Training one unit
(note) The numbers are the percent complete for training. I haven't yet implemented a gui progress bar for it.

Unit complete

Uh-oh, out of resources...


Training one unit
(note) The numbers are the percent complete for training. I haven't yet implemented a gui progress bar for it.

Unit complete

Uh-oh, out of resources...

#2
11/22/2004 (5:30 pm)
Lookin really good
#3
@Jared: Thanks! Hehe...and thanks for providing the original resource stuff that lead to all this--talk about a push turning into a rush!
11/22/2004 (5:35 pm)
@John: Sounds good. You can test it in your own gui if you like--the BuildingDisplay pane is literally a copy of the CommandMenu display, renamed and with a different image link.@Jared: Thanks! Hehe...and thanks for providing the original resource stuff that lead to all this--talk about a push turning into a rush!
#4
I'll need to email it, my FTP Client has decided to die on me. The file is currently 138x75 pixels. Hopefully this will work. :)
11/22/2004 (5:53 pm)
Stephen:I'll need to email it, my FTP Client has decided to die on me. The file is currently 138x75 pixels. Hopefully this will work. :)
#5
Wow man. I have to say you are burning this place up!!! You've helped me in so many ways along with Jared. Will you be releasing this as another resource? If so, I move to have you become an Associate ;) Man keep this work, your help is gonna push alot of games out of this kit. Thanks again!!!
11/22/2004 (6:48 pm)
Stephen,Wow man. I have to say you are burning this place up!!! You've helped me in so many ways along with Jared. Will you be releasing this as another resource? If so, I move to have you become an Associate ;) Man keep this work, your help is gonna push alot of games out of this kit. Thanks again!!!
#6
11/22/2004 (7:12 pm)
Excellent
#7
11/23/2004 (6:23 am)
Very Nice i can see multiple games slowly evolving from the community here
#8
11/23/2004 (6:32 am)
Does this have a flagged like area where the unit will form to or just comes outside the building?
#9
Right now, the units spawn literally on top of each other (can only see one until you move them), but it can be easily randomized.
11/23/2004 (6:39 am)
It is an editable string in /server/scripts/items/building.cs called %spawnOffset. The offset is added to the building's location (via VectorAdd) to give the spawnPoint for the new unit.Right now, the units spawn literally on top of each other (can only see one until you move them), but it can be easily randomized.
#10
11/23/2004 (3:56 pm)
Very cool. :)
#11
Art:
DejaBlue has found a shop model that's free of license (I have to go and read the fine print to make sure we are absolutely ok), so we now have shops that produce gold.
John is almost finished with his foundry, and we have it producing stone.
The original factory is currently producing wood, and if the sawmill gets done, I'll swap that in and move the factory to wood.
DejaBlue is working on the final stages (animation) for a farm to produce wood.
I have a chapel that could easily be used as a barracks to train troops, still considering if I want to contribute it as an art resource (it's a paid contract art piece, and pretty excellent).
Script:
I currently have only two things left to get working:
1) Stop resource producing buildings from being able to train troops (minor)
2) Figure out how to project the buildings better above the terrain, regardless of the .dts (which I don't know if it is even possible) so that buildings don't "sink into the ground" like many are doing. If I cannot figure out how to read the info I need from the .dts proper, I will fudge in a scriptable transform that's tweaked for each building.
Finished:
"Drop and Play" scripted info for any building you want, doing pretty much anything you would expect (hire units, produce resources, hooks in place for upgrading the buildings, as well as researching).
All the support code for placing buildings based on the supply manager resource previously released.
Once I get this issue with buildings sinking into terrain, I'll release some more screenshots as we polish everything up!
P.S.: Has anyone played around yet with the building placement stuff (z axis transform specifically), and/or whomever wrote the original detection code around to explain it a bit?
11/23/2004 (4:37 pm)
Well, things went skyrocketing today!Art:
DejaBlue has found a shop model that's free of license (I have to go and read the fine print to make sure we are absolutely ok), so we now have shops that produce gold.
John is almost finished with his foundry, and we have it producing stone.
The original factory is currently producing wood, and if the sawmill gets done, I'll swap that in and move the factory to wood.
DejaBlue is working on the final stages (animation) for a farm to produce wood.
I have a chapel that could easily be used as a barracks to train troops, still considering if I want to contribute it as an art resource (it's a paid contract art piece, and pretty excellent).
Script:
I currently have only two things left to get working:
1) Stop resource producing buildings from being able to train troops (minor)
2) Figure out how to project the buildings better above the terrain, regardless of the .dts (which I don't know if it is even possible) so that buildings don't "sink into the ground" like many are doing. If I cannot figure out how to read the info I need from the .dts proper, I will fudge in a scriptable transform that's tweaked for each building.
Finished:
"Drop and Play" scripted info for any building you want, doing pretty much anything you would expect (hire units, produce resources, hooks in place for upgrading the buildings, as well as researching).
All the support code for placing buildings based on the supply manager resource previously released.
Once I get this issue with buildings sinking into terrain, I'll release some more screenshots as we polish everything up!
P.S.: Has anyone played around yet with the building placement stuff (z axis transform specifically), and/or whomever wrote the original detection code around to explain it a bit?
#12
Today I plan on finishing up the tweaks to the various actions, and then figuring out a way to package this beast. It's gotten very large, and spread out in a lot of places...
EDIT: Btw, ignore the floating pale blue cubes--we're working on an internal task to make units have a visual team identifer.
On to the good stuff:
Foundry selected (model custom build by John McGlamory for the communit). Note the 3 boxes of gold--that simply shows what resource is being produced at this time. We are working on "empty" icons so only one gold icon will show.

Barracks:

Barracks, front view:

Shop (image from TurboSquid, imported to RTS SK by DejaBlue):

Unit hire in progress:
11/24/2004 (5:24 am)
Here are some more screenshots of the building action resource we're putting together. With the exception of the "barracks" model (and I'm still thinking about that), all of the buildings will be part of the resource (royalty free, DejaBlue contacted the artists directly and they both approved the models for any use).Today I plan on finishing up the tweaks to the various actions, and then figuring out a way to package this beast. It's gotten very large, and spread out in a lot of places...
EDIT: Btw, ignore the floating pale blue cubes--we're working on an internal task to make units have a visual team identifer.
On to the good stuff:
Foundry selected (model custom build by John McGlamory for the communit). Note the 3 boxes of gold--that simply shows what resource is being produced at this time. We are working on "empty" icons so only one gold icon will show.

Barracks:

Barracks, front view:

Shop (image from TurboSquid, imported to RTS SK by DejaBlue):

Unit hire in progress:
#13
11/24/2004 (5:24 am)
Man this looks exellent! I look forward to see what you're gonna do next !
#14
(excuse my bad english)
A question
Is there any way that the model we import are over the terrain ?
For exemple i have a dts and i replaced it (instead of the rifleman)
But my model has is leg in the terrain so he is half over
Any way to had this to the pack and prevent it ?
Are you going to release this soon ?
freely or for some $$ ?
11/24/2004 (6:27 am)
Well, Good job!(excuse my bad english)
A question
Is there any way that the model we import are over the terrain ?
For exemple i have a dts and i replaced it (instead of the rifleman)
But my model has is leg in the terrain so he is half over
Any way to had this to the pack and prevent it ?
Are you going to release this soon ?
freely or for some $$ ?
#15
Thanks!
The problem you describe is exactly what I have been working on the last 24 hours or so, and fixed for buildings.
However, with units like you describe, you actually want the assumption that GG put in to the starter pack, to keep your units on the ground.
I am not an artist, nor am I a dts expert, but it sounds like you don't have a field set in your model that is needed to know how to correctly place the model in the game.
The workaround I made is fine for buildings, but you must fix this issue for a unit in the model itself (or how it is loaded--probably a dataBlock setting).
You may want to ask on the Artist, or SDK forums about what fields control this.
This will be a free resource to the community. As I mentioned before, it builds on my Supply Manager resource, and modifies it slightly. Most, if not all, of the building models will be provided free of charge as well. It's our (all that have contributed to this resource) way of saying thanks to GG and the rest of the community!
11/24/2004 (7:01 am)
@Geric:Thanks!
The problem you describe is exactly what I have been working on the last 24 hours or so, and fixed for buildings.
However, with units like you describe, you actually want the assumption that GG put in to the starter pack, to keep your units on the ground.
I am not an artist, nor am I a dts expert, but it sounds like you don't have a field set in your model that is needed to know how to correctly place the model in the game.
The workaround I made is fine for buildings, but you must fix this issue for a unit in the model itself (or how it is loaded--probably a dataBlock setting).
You may want to ask on the Artist, or SDK forums about what fields control this.
This will be a free resource to the community. As I mentioned before, it builds on my Supply Manager resource, and modifies it slightly. Most, if not all, of the building models will be provided free of charge as well. It's our (all that have contributed to this resource) way of saying thanks to GG and the rest of the community!
#16
any news ?
11/24/2004 (8:43 am)
Well as far as i know you are saying thanks far too many times! ;) this is gonna get some great games out of the Garageany news ?
Torque Owner John McGlamory
Cardboard Box Creations
You need a large portrait to use to show what building you have selected. Now I understand, and that, I can do. :)
How does 140x70 sound?