Game Development Community

3D interface

by Richard Jones · in Torque Game Engine · 02/13/2002 (4:43 pm) · 6 replies

A newbie question:
In the sample app, the User Interface consists of a background image and a set of controls. Instead of a still background image, is it possible to have 3D rendering? For example, in Operation Flashpoint you can see scenes from the missions behind the semi-transparent menu system. Similarly, you can see a 3D rendering of the Deus Ex logo behind the menu in that game. Could you have this in Torque? If so, how would you go about doing it?

...And another thing, is it possible to generate worlds without a landscape (eg. such as space environments)?

Thanks

#1
02/13/2002 (6:16 pm)
Easy pie ..
notice the GuiPlayerView ..
I think this would be a good place to start your interest .. at least it gets an animated object into the gui..

as for space ..
with some simple changes to the SkyBox
it is rather simple to implement a space scene ..
the only problem i've had with removing the terrain is ..
it breaks the editor ..
the Editor will need major overhaul to error trap the case of no terrain
#2
02/14/2002 (4:55 am)
Thanks very much for your feedback. I'll look into this GuiPlayerView control today.
You're right about the landscape. When I try and delete it the program just freezes. I suppose a way round this would be to generate a small landscape and simply have it out of view - a bit crude though. Maybe its possible to edit the engine so it bypasses the rendering of the landscape even though it exists in the mission file?

Thanks again.
#3
02/14/2002 (10:01 am)
Please excuse my ignorance, but could you tell me how to add 3D objects into the user interface (not the actual game play area)? I've tried a few things but have got nowhere. My first thought was to create a "mission" using the editor to produce the 3D scene that I wanted, but I can't find a way of bringing this into the menu system.

Remember, because this 3D render is going to serve as an animated backdrop to the user interface, when I move the mouse I want to control the mouse cursor and not, for example, a player.
It is the intention to have the camera move around through a set path and there is to be no user interaction with the 3D backdrop at all. I hope this makes sense?

I'm just feeling my way round Torque at the moment so a few tips on these issues would be great.
#4
02/14/2002 (10:20 am)
mmm i dont think you can do that m8....
GuiPlayerCtrl is for displaying an object on the gui
maybe you could open a map by default with your scene and then draw gui controls over it
that would be the best way
#5
02/15/2002 (12:25 am)
Richard :
Originally what I meant was to use the GuiPlayerView as
a starting point to a new control with the functionality
you are asking for as it brings a *.dts into the interface

But .. with what you really want .. the best solution I think
would be some kind of "Demo control / Mission View"

and im sure the best way out of this is to utilize the
not quite fixed demo code already provided as a start point
instead as this would be much more extensible
and when working
shouldn't be too hard to stuff into a control

tho this is not an immediate solution ..
maybe you can apply your skills to the demo code and give
Phil a hand
#6
02/15/2002 (4:57 am)
Thanks for all your help. To be honest, I think I'm trying to run before I can walk. I'm going to concentrate on the actual game itself and worry about the interface later. :)