Game Development Community

Tutorial didn't help. Torque logo won't pick up.

by Alexander B · in Torque Game Engine · 07/01/2009 (12:59 am) · 10 replies

The torque logo wont't pick up when my player flys to it. I get this error in the console. Warning: shape starter.fps/data/shapes/3dtorquelogo/torque_logo.dts collision detail 1 (Collision-1) bounds exceed that of shape.

I have exed everything and done everything i know to make it work.

#1
07/01/2009 (7:29 am)
It sounds like it is a problem with the shape. THe object is bigger than the bounds that is is kept inside of. I think you may need to skip that...
#2
07/01/2009 (12:45 pm)
How did you add the shape in the Editor, through the Shapes list (which are scripted objects) or the Static Shapes list which are simple non-interactive objects?

That particular warning I believe is harmless. It says the same for several shapes and yet they still work.
#3
07/01/2009 (11:26 pm)
I add the shape through static objects.
#4
07/01/2009 (11:38 pm)
Then that is the problem. All you can do with objects in the Static Shapes list is run into them -- they're lightweight objects used primarily as non-important props/filler. Objects in this category make no use of the scripts.

Make sure you have a datablock for your object, and it should appear in the Shapes list. Consider this to be the scripted objects category. Anything that you wish to interact with will be placed from here. This will include things like weapons, ammo, doors, health kits, power up, keys, coins, etc, etc. Objects in this list will allow you to use scripts.
#5
07/02/2009 (12:05 am)
So how do I make a category called items and put the torque logo in there? Or is there an easier way of doing it?
#6
07/02/2009 (12:22 am)
It's done inside the datablock:
datablock StaticShapeData(TorqueLogoItem)
{
   category = "Items";
   shapeFile = "~/data/shapes/3dtorquelogo/torque_logo.dts";
};
That will cause the LogoItem to show up under the Shapes -> Items heading in the editor.

I'm pretty sure that was covered in the tutorial, although it's been a while since I looked at it (page 13 is what I'm thinking....).
#7
07/02/2009 (5:17 am)
I am using the starter.fps kit tho. There is no items category. I have tried changing Items to shapes but it didn't work.

EDIT: I deleted the DSO's and now it's under shapes. However when i pick them all up nothing happens. It doesn't say I have won.

EDIT 2: I have tried editing the starter.fps main.cs to include exec("./client/clientGame.cs"); but nothing has worked. Michael am I able to talk to you over MSN as it would help a lot.
#8
07/02/2009 (9:12 am)
The Getting Started tutorial was really meant to be used over the tutorial.base project, as there quite a few differences between the two codebases in regards to filenames and general setup.

You would have to go through each section of the tutorial and make sure the appropriate sections of code are getting exec'd -- making sure that filenames and filepaths match up. You'll have to compare the inventory methods, and make sure you're adding the code for the pickup event handling.

You might find it easier on you to add a bunch of echo("some message"); commands throughout the various functions that don't appear to be working -- that will help you see the flow of execution and verify that it is working or not.

I don't use messenger services, sorry.
#9
07/02/2009 (6:42 pm)
I need to exe exec("./client/clientGame.cs"); but there is no client scripts section in the starter.fps main.cs What should i do? I have tried editing the main.cs but no success.
#10
07/02/2009 (11:19 pm)
Almost all client scripts in the starter.fps are exec'd in "~/client/init.cs".

Since you are using a different project which has a different structure the tutorial's instructions aren't quite valid without a little extra work. You may be complicating things for yourself. Try the tutorial on it's own and gain an understanding of how and why it works the way it does before tackling how to merge with another different project.