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MountObject

by Rosey · in Technical Issues · 06/03/2006 (8:35 pm) · 1 replies

I am playing with mountObject(), but I found in ShapeBase class, if it's mounted to other object, it didn't really related itself to the the object it mounted to. I only find in StaticShape::processTick() :

void StaticShape::processTick(const Move* move)
{
Parent::processTick(move);
...

if (isMounted()) {
MatrixF mat;
mMount.object->getMountTransform(mMount.node,&mat);
Parent::setTransform(mat);
Parent::setRenderTransform(mat);
}
}

I think this should be be put into ShapBase::processTick(), Do I make sense? Can I simply move this part into ShapeBase or I need also to do other works?

I also have another problem with exporting the mount node from 3dMax with the plugin which I downloaded the proper version from this website,I simply cloned two nodes from hub0 and hub1 node, and named them Mount0 and Mount1, but after export to .dts, I coundn't find my Mount0 and Mount1 node, does anybody knows what's wrong?

Thanks for feedback!

#1
06/04/2006 (12:52 am)
Firstly, if you want to discuss source code, post in the Torque private forums. Secondly, yes, there is more code in interpolateTick related to mounts but... why are you trying to use shapebase class objects directly? Or are you trying to make it something that happens for all shapebase derived classes? I wonder why players can mount to things then... maybe it works the otherway around with those... errr anyways... good luck with whatever you're trying.