Problem with model showing in First Person
by JD · in Torque 3D Beginner · 07/15/2013 (3:07 pm) · 15 replies
so I had a gentleman (chemeleon) design a jetpack for me yesterday,and he did a phenomenal job.
I direct you to figure a.
figure a.

the problem is the jetpack shows in first person. So you look like a retard =P

also how do I set this up as an object? I'm not sure if I want to set this up like Tribes where he just has a jetpack or if I can set it up as an attachment, kind of like the repair pack (I think this is the preferred way)... in which case I could bind it so he could throw the pack to someone else or w/e.
As you can see I'm preparing and putting some money into this game, so I'm serious about it... would love to have anyone on my dev team... so far I've assembled 5 people from edge gaming organization (eGO)... but I have to teach them mapping, and some scripting before they can take flight.
I direct you to figure a.
figure a.

the problem is the jetpack shows in first person. So you look like a retard =P

also how do I set this up as an object? I'm not sure if I want to set this up like Tribes where he just has a jetpack or if I can set it up as an attachment, kind of like the repair pack (I think this is the preferred way)... in which case I could bind it so he could throw the pack to someone else or w/e.
As you can see I'm preparing and putting some money into this game, so I'm serious about it... would love to have anyone on my dev team... so far I've assembled 5 people from edge gaming organization (eGO)... but I have to teach them mapping, and some scripting before they can take flight.
About the author
Check out my website: http://lethonline.com/ *a home for all gamers!*
#2
Ron
07/15/2013 (9:37 pm)
I am thinking it is all relative to your mount point for the jet pack. Combine that with your FOV and you could have issues. Just my initial thoughts having seen the screen shots.Ron
#3
function Armor::onAdd(%this, %obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0);
%obj.mountImage(JetpackImg, 1);
}
07/15/2013 (10:45 pm)
Thank you Edward, I'm very satisfied with the gentleman's work. Ron it says mount point 1function Armor::onAdd(%this, %obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0);
%obj.mountImage(JetpackImg, 1);
}
#4
07/15/2013 (11:52 pm)
That's mount slot 1, the mount point is set in the image datablock. Have you tried setting the firstPerson flag in the datablock to false?
#5
It takes away the jetpack altogether, when I change the mount point it does the same thing...
this is my jetpack.cs in datablocks
datablock ItemData(Jetpack)
{
// Mission editor category
category = "Gear";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Jetpack";
// Basic Item properties
shapeFile = "art/shapes/items/Jetpack/Jetpack.dae";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Jetpack";
count = 1;
maxInventory = 1;
};
datablock ShapeBaseImageData(JetpackImg)
{
// Basic Item properties
shapeFile = "art/shapes/items/Jetpack/Jetpack.dae";
firstPerson = 0;
mountPoint = 1;
ShapeBaseImageData::firstPerson = false;
class = "JetpackImage";
className = "JetpackImage";
item = Jetpack;
};
also in my shapes/jetpack.cs
singleton TSShapeConstructor(JetpackDAE)
{
baseShape = "./jetpack.dae";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";
lodType = "TrailingNumber";
ignoreNodeScale = "0";
adjustCenter = "0";
adjustFloor = "0";
forceUpdateMaterials = "0";
};
And my material.cs
singleton Material(Mat_Jetpack_Main)
{
mapTo = "jetpackMat";
diffuseMap[0] = "art/shapes/items/jetpack/jetpack_d.dds";
normalMap[0] = "art/shapes/items/jetpack/jetpack_normals.dds";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
specularMap[0] = "art/shapes/items/jetpack/jetpack_s.dds";
showFootprints = "0";
};
07/16/2013 (7:10 am)
So I found ShapeBaseImageData::firstPerson = false;It takes away the jetpack altogether, when I change the mount point it does the same thing...
this is my jetpack.cs in datablocks
datablock ItemData(Jetpack)
{
// Mission editor category
category = "Gear";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Jetpack";
// Basic Item properties
shapeFile = "art/shapes/items/Jetpack/Jetpack.dae";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Jetpack";
count = 1;
maxInventory = 1;
};
datablock ShapeBaseImageData(JetpackImg)
{
// Basic Item properties
shapeFile = "art/shapes/items/Jetpack/Jetpack.dae";
firstPerson = 0;
mountPoint = 1;
ShapeBaseImageData::firstPerson = false;
class = "JetpackImage";
className = "JetpackImage";
item = Jetpack;
};
also in my shapes/jetpack.cs
singleton TSShapeConstructor(JetpackDAE)
{
baseShape = "./jetpack.dae";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";
lodType = "TrailingNumber";
ignoreNodeScale = "0";
adjustCenter = "0";
adjustFloor = "0";
forceUpdateMaterials = "0";
};
And my material.cs
singleton Material(Mat_Jetpack_Main)
{
mapTo = "jetpackMat";
diffuseMap[0] = "art/shapes/items/jetpack/jetpack_d.dds";
normalMap[0] = "art/shapes/items/jetpack/jetpack_normals.dds";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
specularMap[0] = "art/shapes/items/jetpack/jetpack_s.dds";
showFootprints = "0";
};
#6
I do have future plans of actually having the jetpack as an item, so it can be thrown to another player for use like a weapon.
07/16/2013 (7:12 am)
Is there a way to create a new mount point... ie mount point 2? and some how make it not visible to the player? Would that alleviate this?I do have future plans of actually having the jetpack as an item, so it can be thrown to another player for use like a weapon.
#7
07/16/2013 (8:06 am)
Just thinking out loud - perhaps look at the first person weapon/third person weapon system and see how that works, might provide a solution or at least some insight.
#8
$player::renderMyItems = false;
it removed it and my weapons(unfortunately) from being seen, but still in third person. I threw renderFirstPerson = false; in both datablock and then in shapebase for the jetpack and it did nothing for me either.
any ideas?
07/16/2013 (1:34 pm)
I was in the irc room today and Tim-MGT gave me a temporary in-game solution.$player::renderMyItems = false;
it removed it and my weapons(unfortunately) from being seen, but still in third person. I threw renderFirstPerson = false; in both datablock and then in shapebase for the jetpack and it did nothing for me either.
any ideas?
#9
07/16/2013 (5:36 pm)
Quote:It takes away the jetpack altogether, when I change the mount point it does the same thing...You mean you can't see it in third-person either? Sounds like a bug...
#10
Tim-MGT told me to add this:
if (image.dataBlock->firstPerson == false) continue;
to my Shapebase.cpp after this line:
MountedImage& image = mMountedImageList[i];
I'll be compiling tomorrow to see if it worked *crosses fingers*
07/17/2013 (12:56 am)
no. with that command I was able to remove it from view in third person but it was viewable in first person. The drawback was all my weapons vanished in first person as well.Tim-MGT told me to add this:
if (image.dataBlock->firstPerson == false) continue;
to my Shapebase.cpp after this line:
MountedImage& image = mMountedImageList[i];
I'll be compiling tomorrow to see if it worked *crosses fingers*
#11
07/17/2013 (12:57 am)
@Edward, Hey we're always recruiting into the dev team... you're simply a small signed contract away from fooling around with this jet pack ;)
#12
And, belatedly: that's a really nice jetpack mesh!
07/17/2013 (6:17 am)
Oh... so the firstPerson flag kind of did the opposite of what it was supposed to do? I feel a pull-request coming on.And, belatedly: that's a really nice jetpack mesh!
#13
That's what my post above was referring too. And Thank you for the props :)... If you see Chemeleon running around congratulate him, I might of paid him for it, but it was his hard work!
07/28/2013 (8:44 pm)
well I'm referring to the firstPerson = true; or false part. It's literally non-existent in the source from my understanding of working with Tim in the torque IRC channel.That's what my post above was referring too. And Thank you for the props :)... If you see Chemeleon running around congratulate him, I might of paid him for it, but it was his hard work!
#14
07/28/2013 (8:51 pm)
Right. Did it work after you added Tim's suggestion?
#15
From the looks of that model it doesn't look like it maybe a game I'd like but I honestly can not commit to anything, the amount of time I have is far to poor to be able to put what is required. I wouldn't want to let anyone down.
But please show your progress :-).
07/29/2013 (4:51 am)
@James, sorry I didn't notice until now.From the looks of that model it doesn't look like it maybe a game I'd like but I honestly can not commit to anything, the amount of time I have is far to poor to be able to put what is required. I wouldn't want to let anyone down.
But please show your progress :-).
Torque Owner Edward Smith
Silencersoft
I can only think of checking where the eye node is in the player model?
I am sure someone else has had the same issue, I mainly wanted to comment because of the cool model :-).