Game Development Community

MountPoint blender tgea1.7

by mb · in Artist Corner · 05/05/2008 (10:09 am) · 11 replies

Hi,

I'm new to Blender and I'm trying to make an object that mounts to the player. I can export the .dts with no problems and mount it to the player without a mountpoint. When I try to make a mountpoint it gets ignored in-game. I looked at the object in ShowToolPro and it shows my mountPoint.

Here's what I did: I made an armature and parented it to a Detail32 empty. In edit mode I name the bone 'mountPoint'. In the exporter under armatures I make sure it is turned on.

I'm mounting to default characters in torque. It never mounts to the objects mountpoint. Is there a tutorial for making mountpoints in Blender? I've done it before in Lightwave, but like I said I'm new to Blender.

Any help would be appreciated. Thanks for you time. :)

-Mike

#1
05/05/2008 (11:26 am)
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#2
05/05/2008 (2:09 pm)
Its not a weapon it's just an object. The code is like this: %this.mountObject(%mySpawn, 0);

$this is the player
%mySpawn is passed into the function

The object mounts onto the player but it doesn't use the mountPoint. The code is fine because I've tested using another object that was made in Lightwave. I must be doing something wrong in Blender.

Blender image
www.myimagespace.com/public/view/full/1558.
#3
05/05/2008 (3:53 pm)
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#4
05/05/2008 (7:37 pm)
Hi Joseph,

Thanks, I'll try to explain a little better.

I start with a gui and select something to build:
GUI

After it's selected it mounts the object to the player:
Object mounted to player

Then the player can place it in the world and build it up.
Dropped full object on ground

As you can see in the 2nd image the object is offset from the player. This object was created in lightwave and uses a mountPoint. The code is the same code I'm using now. The object I made in blender will not mount at the mountpoint, it will only mount at it's default center (or whatever ). It should work the same as the lightwave object, only I'm new to blender so I'm wondering if it's me or if the exporter doesn't have this functionality. I'm guessing it's me btw, because your exporter is awesome.

edit: and to answer your question, yes I'm mounting the building to the player.
#5
05/05/2008 (7:51 pm)
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#6
05/05/2008 (9:44 pm)
Yeh, I'll email it to you.
#7
05/05/2008 (10:05 pm)
I just remembered I think we moved the object from center in lightwave before exporting...so I guess it has no mountPoint. For some reason though I remember mounting objects to each other using the mountPoint and mount0-31. Even GPGT book page 172 says you can do it this way.
#8
05/05/2008 (10:35 pm)
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#9
05/06/2008 (8:09 am)
I'm not sure either. When I started with torque and bought the book I had TGE 1.4. I used Lightwave and created two boxes. One had a mountPoint and the other had a mount0. I mounted one object to the other and it worked just as the book said.

In this thread I took a screenshot of what I was talking about above. www.garagegames.com/mg/forums/result.thread.php?qt=54413
#10
05/06/2008 (3:26 pm)
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#11
05/07/2008 (10:43 am)
I'm going to install an old version of TGE and test it. I'm pretty sure it was working as documented in GPGT, but you never know. I do remember it would mount in the center of the box when I started off, and then I put the nodes in and it mounted correctly.