[Resolved 1.0.1] EyeOffSet No Render in Trigger - Collides with it
by Steve Acaster · in Torque 3D Professional · 11/02/2009 (12:03 pm) · 5 replies
Weapons/mounted objects don't render when using EyeOffSet and the player is inside a trigger.
Actually it's not a rendering issue --- it's colliding with the trigger.
Everything seems fine if EyeOffSet isn't being used on the weapon.
Previous trigger/rendering issues I reported (and that got fixed).
www.garagegames.com/community/forums/viewthread/102591
www.garagegames.com/community/forums/viewthread/99485
Actually it's not a rendering issue --- it's colliding with the trigger.
Everything seems fine if EyeOffSet isn't being used on the weapon.
Previous trigger/rendering issues I reported (and that got fixed).
www.garagegames.com/community/forums/viewthread/102591
www.garagegames.com/community/forums/viewthread/99485
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#2
If the player is outside the trigger, you can walk slowly into it and see the weapon push back against the trigger boundary. If inside the trigger the weapon will not render (because it's stuck somewhere outside it).
Weapon still fires from the correct eyeoffset place (I can see the muzzleflash) so it's obviously the mesh and not bones/nodes of the weapon that's colliding.
Same as the first link I posted to an older bug, only this time it happens solely with using eyeoffset, and everything is fine without it. Though the fix for that is already in (I checked the code), so I'd speculate that this might be something to do with the new pushback code.
11/03/2009 (10:19 am)
Yes, James, that's about it.If the player is outside the trigger, you can walk slowly into it and see the weapon push back against the trigger boundary. If inside the trigger the weapon will not render (because it's stuck somewhere outside it).
Weapon still fires from the correct eyeoffset place (I can see the muzzleflash) so it's obviously the mesh and not bones/nodes of the weapon that's colliding.
Same as the first link I posted to an older bug, only this time it happens solely with using eyeoffset, and everything is fine without it. Though the fix for that is already in (I checked the code), so I'd speculate that this might be something to do with the new pushback code.
#3
11/04/2009 (11:52 am)
Logged as THREED-797
#5
11/23/2009 (9:36 pm)
Moved to resolved
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