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Render icon/decal below player and a bug

by J · in Torque 3D Professional · 12/02/2010 (3:37 pm) · 11 replies

Bug first:
The collision on a lot of objects is offset from where they should be. Kind of random instances of this when I reload the level. Reminds me of "ghost" collisions with the old Shape Replicator.


My main question is:
I want to render a rotating icon/decal below the player so when he jumps you can see where his location is on the objects below.
I can attach an image below the player, but that doesn't stay on "ground" level with objects below. I know there is an old resource that allows you to render shapes on the terrain. I need something akin to that, but it will render on whatever is below the player. I can't find any resources or info giving me a handle on this.

Any ideas?

Thanks J.

About the author

I used to be obsessed with building my own open-ended RPG and a 3D Side Scroller RPG. But the job/house/girlfriend got in the way. I know, I know. Now I concentrate on doing architectural renderings (with the help of T3D of course) and VBA programming.


#1
12/02/2010 (6:53 pm)
Have you checked out AFX?
#2
12/02/2010 (8:33 pm)
I've looked into it and it has pretty much what I need, but, its way more than I need. Probably use it for other projects, but I don't want to spend the $200 right now considering it could be money lost depending on how TP goes.

Thanks Ted,

Any other ideas?
#3
12/02/2010 (9:02 pm)
decalManagerAddDecal and decalManagerRemoveDecal isn't a good solution...choppy and renders wierd sometimes...
#4
12/03/2010 (12:28 am)
You could also search for GLU Quadratics and roll your own functionality. If I wasn't using AFX (I'd buy it just to implement the decals), that's what I would do.
#5
12/03/2010 (1:48 am)
@Ted,
I actually bought AFX ages ago, just to do that!!!
never succedded though,
how did you go about it?
#6
12/03/2010 (2:14 am)
@deepscratch: I didn't- I just said that that's what I would do. Apparently it's a lot harder than I thought if you're having issues with it... o_O
#7
12/03/2010 (4:19 am)
Well, J, what about a static object that doesn't have collision that you update on a schedule. I remember a object to terrain engine function you can use to determine what is directly below the player. If you can ease the movement of the static shape then you should be good right?
#8
12/03/2010 (4:09 pm)
@Ted,
yeah, it was way too difficult to seperate out
#9
12/03/2010 (4:50 pm)
Damn, I was kind of hoping to implement that from AFX, too...
#10
12/09/2010 (10:24 pm)
Sorry I took a while to respond, my rig crashed on me and I'm waiting on parts. Physx models, 3d models w/all sorts of animations, shaders, scripts...not backed up. F!!!

@Ted: GLU Quadratics... wasn't there a resource on that once upon a time...Here it is

@JesseL: I'll surf the chm to see if there's any references to object to terrain type functions. That might not be as speedy as the quadratics, but it'd allow for more diversity, render a material(decal) with frames for animation... got my imagination rolling...

Dang computer

Thanks guys!

#11
12/09/2010 (10:41 pm)
@J: Yep. That seems like it's going to take a good bit of porting, but it would be well worth the effort if you get it working :)