Images on the terrain?
by Shane09 · in General Discussion · 03/07/2009 (8:18 am) · 18 replies
I have a question. By images on the terrain, I don't mean painting the terrain, however, I mean more of a transparent '.png' file that is placed there in the editor. I was going to combine this with a landmine tutorial, so when the player runs over the image, something happens. Kind of like power-ups. However, I want the image to change colors. When it turns a certain color, it explodes.
1) I basically need to create a power-up. However, it must be an animated image. I will take care of the life of the power-up and when it will cause radius damage.
Any help is greatly appreciated. Thanks in advance. My search for a thread on this is still under going.
EDIT:
I was thinking about doing a particle emitter that does damage, but I want a certain logo, and not just particles.
Erm, ground zodiacs basically, but not under the player.
1) I basically need to create a power-up. However, it must be an animated image. I will take care of the life of the power-up and when it will cause radius damage.
Any help is greatly appreciated. Thanks in advance. My search for a thread on this is still under going.
EDIT:
I was thinking about doing a particle emitter that does damage, but I want a certain logo, and not just particles.
Erm, ground zodiacs basically, but not under the player.
#2
Aren't decals from footprints, bulletholes, etc..? Could you manually place when in the editor?
03/07/2009 (9:09 am)
Hmm, never really would of thought of that.Aren't decals from footprints, bulletholes, etc..? Could you manually place when in the editor?
#3
03/07/2009 (9:56 am)
Decal projectors can do what you want, yes. Decals are placed by Players and projectiles and whatnot, but you can add a projector manually. It should be somewhre in the world editor creator.
#4
03/07/2009 (10:09 am)
I did look through the world editor creator, and only found lightning, fxlight, precipitation, triggers, paths, stuff like that. Nothing about decals, though.
#5
03/07/2009 (10:42 am)
Looks like you're using TGE 1.4 -- I didn't notice that before. The decal projector was added as part of the lighting kit (I think), which was merged into 1.5.
#6
03/07/2009 (11:00 am)
Is there a way to do this with TGE 1.4.2 then without recompiling the engine? Because I don't get what people mean by "add this to your project and recompile". And, plus, recompiling is a pain.
#7
But seriously, if you don't work with the code, there is a limit to what you can do with the engine, and it's kind of a waste of a purchase - if you only want to script, then you could just use the demo :P.
03/07/2009 (11:55 am)
Is fxRenderObject in there? It simply renders a flat plane with a texture. Of course, you won't get any of the features of a decal projector, and the rendering really is very simple - I don't even know if it's fog-enabled. And you'll have to place it manually.But seriously, if you don't work with the code, there is a limit to what you can do with the engine, and it's kind of a waste of a purchase - if you only want to script, then you could just use the demo :P.
#8
I don't know any c++. Are there any tutorial on c++ that involve the Torque Game Engine. I might look back at some of those resources that require recompiling (if I can somehow figure out with the wonderful maze of Xcode).
Nope.
03/07/2009 (12:03 pm)
Quote:
But seriously, if you don't work with the code, there is a limit to what you can do with the engine, and it's kind of a waste of a purchase - if you only want to script, then you could just use the demo :P.
I don't know any c++. Are there any tutorial on c++ that involve the Torque Game Engine. I might look back at some of those resources that require recompiling (if I can somehow figure out with the wonderful maze of Xcode).
Quote:
Is fxRenderObject in there?
Nope.
#9
Actually, if you want a scripted solution - you said projectile decals work, right? What about making a special type of projectile that's invisible and just places the decal you want? You can use a schedule to periodically spawn more projectiles to add decals to make it seem like the decal is changing.
03/07/2009 (11:34 pm)
I didn't know C++ when I started (though I had worked with scripting languags before) - and I still don't know it. I've just picked up enough to modify Torque to do the things I want. My reccomendation would be to just implement resources - and always back up your files, because you will make mistakes. But once you're familiar with the workings of the engine and how to make simple modifications, a whole bunch of possibilities open up that you don't have with scripts. Difficult, but worth it.Actually, if you want a scripted solution - you said projectile decals work, right? What about making a special type of projectile that's invisible and just places the decal you want? You can use a schedule to periodically spawn more projectiles to add decals to make it seem like the decal is changing.
#10
03/08/2009 (5:56 am)
if you merge in the "aligned particles" resource you could do this no problem, except that decals and/or particles dont follow the contours of the land, so you would be limited to small, or "flat only" areas.
#11
When I download the code, I can find the files, I just don't get what it means by adding them to your project. Am I supposed to play them in a certain folder? The resource doesn't say so. Here's what I think I'm supposed to do:
Torque Game Engine 1.4.2 SDK>Torque Xcode Project
After clicking the 'Torque Xcode Project, all these files are on the side like collision, terrain, player, & many more, however, how would I add the downloaded files to my project?
I'm so confused.
03/08/2009 (7:06 am)
I was thinking about trying out a resource, but it seems they all say something along these lines:Quote:
Add the '.h' or '.cc' files to your project, and recompile.
When I download the code, I can find the files, I just don't get what it means by adding them to your project. Am I supposed to play them in a certain folder? The resource doesn't say so. Here's what I think I'm supposed to do:
Torque Game Engine 1.4.2 SDK>Torque Xcode Project
After clicking the 'Torque Xcode Project, all these files are on the side like collision, terrain, player, & many more, however, how would I add the downloaded files to my project?
I'm so confused.
#12
thats enough to begin with, I never learnt any coding, at all, "and I still don't know it", but without taking a chance, and backing everything (and I mean everything) up, you'll get nowhere at all (life leason), so just "do it", and remember, there's lots of good folk here who'll help you out if you get stuck.
so....
go here,
and download the blue one, install it, and begin coding. and good luck
03/08/2009 (7:52 am)
to quote Daniel Buckmaster,Quote:I didn't know C++ when I started (though I had worked with scripting languags before) - and I still don't know it.and I see your skills are "Scriptor/Mod - Beginner"
thats enough to begin with, I never learnt any coding, at all, "and I still don't know it", but without taking a chance, and backing everything (and I mean everything) up, you'll get nowhere at all (life leason), so just "do it", and remember, there's lots of good folk here who'll help you out if you get stuck.
so....
go here,
and download the blue one, install it, and begin coding. and good luck
#13
I'm also working on a script that causes a damage within a radius every 3 seconds, or so.
03/08/2009 (9:16 am)
Ooh, ooh! I think I found a way. I think I can get this to work. I was going to make a flat plane in Blender 3D, in the shape of my power-up (more of a depower-up), of course. I was then going to apply an animated texture to the flat plane. Following that, I would make it a shape that caused damage every certain amount of time. One question. How do you do animated textures? Would this be done within Blender 3D? The Torque Game Engine? Or would both be involved?I'm also working on a script that causes a damage within a radius every 3 seconds, or so.
#14
Milkshape IFL tutorial
I don't know blender, but this should get you going in the right direction.
03/08/2009 (9:52 am)
Your animated image would be done using an ifl. (image file list) You can add an onCollision() check in your script to see if a player is stepping on the plane and assign damage there. That would be the easiest way. Milkshape IFL tutorial
I don't know blender, but this should get you going in the right direction.
#15
About that tutorial you point me to, could I just make the shape in Blender 3D, but then use the same IFL? I assume this would still work.
EDIT: 1) Ok, so I found out that Blender 3D does support IFL using Joseph Greenawalt's exporter. Are there any tutorials on it? The one on his site is under construction.
2) I want the IFL animations to blend to the next one, and not just go straight to it. Is this possible, or will I have to create extra images to achieve this effect?
03/08/2009 (9:57 am)
Ahh, thanks. The tricky part is getting it to damage the player during a certain time period. I'm working on a time that does radius damage every few seconds. So it only hurts the player if its at a certain time. About that tutorial you point me to, could I just make the shape in Blender 3D, but then use the same IFL? I assume this would still work.
EDIT: 1) Ok, so I found out that Blender 3D does support IFL using Joseph Greenawalt's exporter. Are there any tutorials on it? The one on his site is under construction.
2) I want the IFL animations to blend to the next one, and not just go straight to it. Is this possible, or will I have to create extra images to achieve this effect?
#16
To blend the animations, I don't know if you need extra textures, or if there is a way to blend from image to image.
Btw, are you using a mac?
03/08/2009 (11:26 am)
You should be able to use the tutorial to figure out how to make ifl's in blender. I dont' use blender, so can't help you there.To blend the animations, I don't know if you need extra textures, or if there is a way to blend from image to image.
Btw, are you using a mac?
#17
Yes.
I have been messing around on Blender 3D trying to get IFL to work. I click the material tab, and enable the UV as an IFL, and then I go to the IFL tab, and I can't get the images to show up. I really am confused.
03/08/2009 (11:36 am)
Quote:
Btw, are you using a mac?
Yes.
Quote:
You should be able to use the tutorial to figure out how to make ifl's in blender. I dont' use blender, so can't help you there.
I have been messing around on Blender 3D trying to get IFL to work. I click the material tab, and enable the UV as an IFL, and then I go to the IFL tab, and I can't get the images to show up. I really am confused.
#18
I tested IFL animations and it works very well on any faces of an Object. :-)
Bernard
03/11/2009 (1:51 am)
you can have all informations and test files for that on Joseph Greenawalt website : http://jsgreenawalt.com/node/229I tested IFL animations and it works very well on any faces of an Object. :-)
Bernard
Associate Michael Hall
Distracted...
EDIT: should have clarified -- A decal projector instead of regular decals.