Game Development Community

setMeshHidden and setAllMeshesHidden

by Andrew Edmonds · in Torque 3D Professional · 05/19/2009 (6:27 am) · 3 replies

Hi all,

I sat down to integrate the Hiding Meshes resource into T3D this morning but it looks like it's already done (brilliant!).

However, I can't seem to get it working. I can see the code in shapebase.h/.cpp and there are a couple of ConsoleMethods defined (setAllMeshesHidden and setMeshHidden) but I can't seem to call them on a .dts I have dropped into the engine and showing a dump() on that object doesn't list those methods.

What am I missing?

Thanks...

About the author

Formed in 2005, EiKON Games is an indie games development project based in the UK working on the tactical first person shooter "Epoch: Incursion". See the Join Us or Contact Us pages at http://www.eikon-games.com/


#1
05/19/2009 (6:34 am)
A .dts you dropped? That's probably a TSStatic, and those have nothing to do with ShapeBase. You need to declare a StaticShapeData datablock in script and add your object as a StaticShape (which derives from Shapebase). Add a category field to your datablock and it will be listed in the "Scripted" tab in the library.
#2
05/19/2009 (7:17 am)
Of course! Thanks - working perfectly. Good to see this already integrated...
#3
05/20/2009 (7:15 am)
And the bitvector hidden flags really brought us a better networking performance, especially in a not-so-many meshes case.