RTSCamera not rendering game objects
by Nathan Bowhay - ESAL · in Torque Game Engine · 09/29/2006 (12:18 pm) · 11 replies
The RTSCamera is only rendering RTSUnits and tsStatic shapes. All other game objects such as game items are not rendered.
However the observer camera in the RTS pack does render everything.
This is not a datablock or mode RTSCamera is set to.
Where would I look to modify RTSCamera to render all gameBase objects?
Thank you in advance for any help you can give.
However the observer camera in the RTS pack does render everything.
This is not a datablock or mode RTSCamera is set to.
Where would I look to modify RTSCamera to render all gameBase objects?
Thank you in advance for any help you can give.
#2
09/29/2006 (2:01 pm)
Hey Thanks, but that was a bad link.
#3
09/29/2006 (2:10 pm)
Try typing it in by hand and putting the colon between the http and the // and it should work for ya.
#5
09/29/2006 (2:46 pm)
Oh, sure, make it easy why dontcha?!?!? ;-)
#6
The issue that we are having is not with effects but rather StaticShapeData objects...
I went into RTScamera.cc and found this:
mNetFlags.set(Ghostable);
mTypeMask |= CameraObjectType;
I changed the Ghostable value to ScopeAlways and recompiled but it didn't work.
However the scenrio you are describing where you have to hit Alt+C to switch to one camera and then back to the other in order to unhide these objects is exactly what is happening.
However it is not with particles, and the link you sent only mentioned them. Where then would I look to reveal other objects such as Items like the crossbow?
Thanks
09/29/2006 (2:58 pm)
Hey thanks for replying Cliff. (I am working with Nathan on this project). The issue that we are having is not with effects but rather StaticShapeData objects...
I went into RTScamera.cc and found this:
mNetFlags.set(Ghostable);
mTypeMask |= CameraObjectType;
I changed the Ghostable value to ScopeAlways and recompiled but it didn't work.
However the scenrio you are describing where you have to hit Alt+C to switch to one camera and then back to the other in order to unhide these objects is exactly what is happening.
However it is not with particles, and the link you sent only mentioned them. Where then would I look to reveal other objects such as Items like the crossbow?
Thanks
#7
One of your issues may be that the scoping system in the RTS-SK is drastically different, and is focused on properly scoping units and buildings via the visManager system. It only includes units and buildings as an example of how to scope objects for this type of game however, so any objects that are on your server that you want visible to clients have to be marked as scopeAlways (again, not your camera, but the objects themselves) to be rendered client side.
09/29/2006 (3:06 pm)
The camera is not ghosted in the RTS-SK, it is client side only.One of your issues may be that the scoping system in the RTS-SK is drastically different, and is focused on properly scoping units and buildings via the visManager system. It only includes units and buildings as an example of how to scope objects for this type of game however, so any objects that are on your server that you want visible to clients have to be marked as scopeAlways (again, not your camera, but the objects themselves) to be rendered client side.
#8
Greg is correct this doesn't seem to fix it. It could be a bug, but with the amount of code they ripped out of the rts pack I have a feeling that is is purposeful.
Some place in an update for the camera's rendering it must be filtering out all other objects.
09/29/2006 (3:06 pm)
Wow I feel stupid about the link. Nice on my part.Greg is correct this doesn't seem to fix it. It could be a bug, but with the amount of code they ripped out of the rts pack I have a feeling that is is purposeful.
Some place in an update for the camera's rendering it must be filtering out all other objects.
#9
The issue that we are having is not with effects but rather StaticShapeData objects...
I went into RTScamera.cc and found this:
mNetFlags.set(Ghostable);
mTypeMask |= CameraObjectType;
I changed the Ghostable value to ScopeAlways and recompiled but it didn't work.
However the scenrio you are describing where you have to hit Alt+C to switch to one camera and then back to the other in order to unhide these objects is exactly what is happening.
However it is not with particles, and the link you sent only mentioned them. Where then would I look to reveal other objects such as Items like the crossbow?
Thanks
09/29/2006 (3:12 pm)
Hey thanks for replying Cliff. (I am working with Nathan on this project). The issue that we are having is not with effects but rather StaticShapeData objects...
I went into RTScamera.cc and found this:
mNetFlags.set(Ghostable);
mTypeMask |= CameraObjectType;
I changed the Ghostable value to ScopeAlways and recompiled but it didn't work.
However the scenrio you are describing where you have to hit Alt+C to switch to one camera and then back to the other in order to unhide these objects is exactly what is happening.
However it is not with particles, and the link you sent only mentioned them. Where then would I look to reveal other objects such as Items like the crossbow?
Thanks
#10
09/29/2006 (3:20 pm)
Never mind I found it. Its under GameBase.cc just FYI for anyone else who encounters this problem.
#11
09/29/2006 (4:26 pm)
Sorry about the link error.
Torque 3D Owner Todd Pickens
This may be your problem.
There is a known C++ bug in the RTS kit that prevents fx from rendering until the user has toggled back and forth between the two camera modes (press Alt+C to switch modes). The fix is a single line of code and can be done by anybody with a working compiler.
Follow this link for a detailed explanation.
www.garagegames.com/mg/forums/result.thread.php?qt=26068