Drag and Drop Weapon Equip
by Jesse Allen · in Torque 3D Professional · 07/19/2014 (3:28 pm) · 16 replies
Since I promised Richard I'd post it up, here's the beginnings of my drag-drop inventory for T3D. It's very basic, rough around the edges, and all of that but I wanted to be sure I posed it up before vacation.
It just hooks into the stock inventory system, so all of the normal functionality still works. All TorqueScript based, no source changes. Enjoy!
Drag and Drop Equip
*Special thanks to Joe for helping me get the video embedded! I also tried to post it on the show-off thread, but it wouldn't post so if the forum 'catches up' there may be duplicate posts..(hmm, definitely some weirdness afoot with the boards today. The show-off thread says I've posted in the forum list, but if you open the thread it hasn't been updated.)
It just hooks into the stock inventory system, so all of the normal functionality still works. All TorqueScript based, no source changes. Enjoy!
Drag and Drop Equip
*Special thanks to Joe for helping me get the video embedded! I also tried to post it on the show-off thread, but it wouldn't post so if the forum 'catches up' there may be duplicate posts..(hmm, definitely some weirdness afoot with the boards today. The show-off thread says I've posted in the forum list, but if you open the thread it hasn't been updated.)
About the author
Skilled Artist and Musician. Intermediate Torque Developer.
#2
07/19/2014 (5:38 pm)
Thank you Joseph. As per the usual, I went around my @$$ to get to my elbow...
#3
07/19/2014 (10:29 pm)
No problem, I did the exact same thing the first time I posted a video!
#4
07/20/2014 (1:03 am)
That looks great, Jesse! Keep up the good work!
#5
07/20/2014 (11:29 am)
Thanks Richard. I could not have accomplished this without the priceless understanding you granted me back when I studied your T2D Inventory. It was your example that first enlightened me, as a complete beginner, to the power of passing data in script!
#6
07/20/2014 (12:48 pm)
Nice. That actually looks really good. Any chance you're going to make some items take up multiple grid squares?
#7
07/20/2014 (6:04 pm)
Appreciate it Danny. Nah, no plans for that, just good old fashioned grid inventory my friend. As you can see in my example vid, I've even gone as far as to create 'frames' to hold the inventory icons (may need to give it time to load in HD to see the frame borders clearly). It would take a good bit of adjustment to change that over to be more dynamic :)
#8
07/20/2014 (10:40 pm)
Cool, I see the mounts work pretty well, nice job. I created similar stuff myself, released it a while back. It handled material changes, mounts and mesh changes, RPG UI Kit. I'd love to see additions on your inventory :)
#9
07/21/2014 (5:49 am)
Nice work there, Jesse.
#10
@Aswin: Wow nice work Aswin! Man maybe if I'd have known about your work I could have studied it beforehand and saved a few screams at the monitor lol. In any event, I'm picking up your product very soon to study. Thanks!
07/21/2014 (6:36 am)
@Steve: That means a lot to me, coming from you! Just made my day!@Aswin: Wow nice work Aswin! Man maybe if I'd have known about your work I could have studied it beforehand and saved a few screams at the monitor lol. In any event, I'm picking up your product very soon to study. Thanks!
#11
07/21/2014 (6:53 am)
Sure anytime :) And about the screams, I feel you, have had the same share of screams while making mine lol.
#12
07/21/2014 (9:16 am)
Jesse that looks really awesome! Good work :D
#13
@ Aswin: Is it possible to change heads / hair in the character creation part of your kit?
07/21/2014 (11:18 am)
@ Jesse: Thanks for the resource!!!@ Aswin: Is it possible to change heads / hair in the character creation part of your kit?
#14
@Kerry: Well, I've only posted a quick vid of it so far but yea I do plan on creating a resource for it later on down the line :)
07/21/2014 (11:50 am)
@Jeff: Thanks man, everyone's kind comments really go a long way to motivate.@Kerry: Well, I've only posted a quick vid of it so far but yea I do plan on creating a resource for it later on down the line :)
#15
1. Mesh changes, i.e. replaces a mesh with another mesh (so you might need to have different head meshes for it to work).
2. Material changes, i.e change a material for a mesh (hair might just be a material on the head).
3. Mount changes, i.e. mounting an object to another object (a sword or gun mounted to the player).
07/21/2014 (11:55 am)
@Kerry: Yes, it basically depends on the implementation. The kit handles1. Mesh changes, i.e. replaces a mesh with another mesh (so you might need to have different head meshes for it to work).
2. Material changes, i.e change a material for a mesh (hair might just be a material on the head).
3. Mount changes, i.e. mounting an object to another object (a sword or gun mounted to the player).
#16
07/21/2014 (8:38 pm)
@Jesse & Aswin: Thanks for the efforts and info. You guys rock!
Torque 3D Owner Joseph Mueller
Forget the http address, just use the number code (youtube=6bFGHrgWjb8 width=640 height=480) Very nice drag&drop, by the way.