MissionArea Editor - RESOLVED
by Andy Rollins · in Torque 3D Professional · 01/23/2011 (2:10 pm) · 20 replies
The mission area editor is missing from Torque 3D, I can see some effort went into porting it over and into the new editors but it was dropped off the menu and some of the rendering elements are missing.
The search is knackered at the moment but does anyone know if this has been reported as a bug or whether it's likely to get fixed in 1.1 final?
The search is knackered at the moment but does anyone know if this has been reported as a bug or whether it's likely to get fixed in 1.1 final?
#2
01/23/2011 (2:58 pm)
I remember mentioning this a while back (before the pre-release betas) and it was listed as non-essential functionality that probably wouldn't be ported to T3D - along with the TGE/TGEa procedural terrain tools. In fact, even attempting to use the MissionArea Editor in the early days of T3D would cause a crash so it was disconnected from the World Editor tools.
#3
Yeah I reinstated it and found out that it dies, it crashes because the code to generate a texture of the terrain was commented out and so when it tries to render the textureHandle hasn't been initialized and dies horribly.
01/23/2011 (4:07 pm)
Thanks Guys.Yeah I reinstated it and found out that it dies, it crashes because the code to generate a texture of the terrain was commented out and so when it tries to render the textureHandle hasn't been initialized and dies horribly.
#4
That'll do me for what I need.
01/23/2011 (4:51 pm)
Ok as a temporary fix I've added a "Render MissionArea" to the visibility options that turns on rendering of a box to show the mission area bounds.That'll do me for what I need.
#5
01/23/2011 (6:10 pm)
Andy, couldn't you use a trigger instead of missionBounds?
#6
01/24/2011 (2:06 am)
Nah, I only use the missionArea to constrain what parts of the terrain and objects are passed to recast for navMesh generation... the AI shouldn't be wandering off outside the mission area so it was a good way to reduce the size (and therefore improve the performance) of the mesh and pathfinding.
#7
01/27/2011 (7:23 am)
In case anyone stumbles upon this in future I've posted a resource for rendering the mission area www.garagegames.com/community/resources/view/20793
#8
Under which circunstances one may decide that the missionArea editor was "non-essential functionality" is something I wonder. And even if it is "non-essential", deprecating it without consulting is just too harsh.
01/28/2011 (4:17 am)
I've stumbled upon this already, the mission area editor is needed. This kind of decisions feel absurd.Under which circunstances one may decide that the missionArea editor was "non-essential functionality" is something I wonder. And even if it is "non-essential", deprecating it without consulting is just too harsh.
#9
01/28/2011 (4:52 am)
I've added a post onto the resource above that adds the editor back into the game, it was mostly ported already it was just missing the render of the Terrain into a Bitmap which is the only reason it was crashing.
#11
01/28/2011 (9:45 am)
No worries I'd fixed most of it on the path to porting our recast/navmesh stuff
#12
After trying the various related fixes or work arounds ... I opted to just create a new trigger called "ZoneWallTrigger" and add code to the "onLeaveTrigger" to bounce the player back towards the center of the trigger.
Now, I have working invisible boundaries on all my zones -- which prevent player from walking off them and falling through the terrain,etc.
Too Bad for mission areas ... seemed like a useful option.
02/03/2011 (1:46 pm)
IMHO -- The MissionArea is still useless, even with the "display rendering" turned back on ... as it seems to never trigger the Armor::OnLeaveMissionArea() or OnEnterMissionArea() ... making it difficult to limit the player from leaving the mission area.After trying the various related fixes or work arounds ... I opted to just create a new trigger called "ZoneWallTrigger" and add code to the "onLeaveTrigger" to bounce the player back towards the center of the trigger.
Now, I have working invisible boundaries on all my zones -- which prevent player from walking off them and falling through the terrain,etc.
Too Bad for mission areas ... seemed like a useful option.
#13
02/03/2011 (2:58 pm)
Quote:What is the name of the Mission Area object? I don't know if it ever got fixed but at one time the default object (when dropped into the scene) used a different name from what the code was looking for, which prevented the callbacks from working.
The MissionArea is still useless, even with the "display rendering" turned back on ... as it seems to never trigger the Armor::OnLeaveMissionArea() or OnEnterMissionArea()
#14
02/03/2011 (4:18 pm)
Ahhh I can have a look tomorrow at that it's an easy fix if that is the case
#15
To use the onLeaveMissionArea and the OnEnterMissionArea you have to name the MissionArea GlobalMissionArea and then they will be called. The name is hardcoded in the source.
02/04/2011 (6:33 am)
@Jeff:To use the onLeaveMissionArea and the OnEnterMissionArea you have to name the MissionArea GlobalMissionArea and then they will be called. The name is hardcoded in the source.
#16
The MissionArea class already provides the static method MissionArea::getServerObject which returns the serverside mission area. The player and vehicle classes should be using this method, or simply querying the sim for the first MissionArea object it finds.
The use of the named GlobalMissionArea is some nasty legacy code that needs to be brought up to date.
02/05/2011 (4:05 am)
It's ridiculous querying for a specifically named mission area object when it is only possible to have a single missionArea in the sim anyway.The MissionArea class already provides the static method MissionArea::getServerObject which returns the serverside mission area. The player and vehicle classes should be using this method, or simply querying the sim for the first MissionArea object it finds.
The use of the named GlobalMissionArea is some nasty legacy code that needs to be brought up to date.
#17
02/05/2011 (5:30 am)
Having the ability to create several mission areas on one map would be a good idea, allowing for platform type games with several levels on one map without having to have the constraints of a building structure to limit the players boundry.
#18
02/05/2011 (10:41 am)
Yeah, "GlobalMissionArea", that's it. That name was introduced sometime during the days of TGEa yet the object builder in the Editor was never updated accordingly.
#19
Logged as ticket THREED-1442 for the Mission Area Editor, its rendering, and code clean up.
- Dave
03/15/2011 (12:08 pm)
Greetings!Logged as ticket THREED-1442 for the Mission Area Editor, its rendering, and code clean up.
- Dave
#20
04/14/2011 (5:15 pm)
Fixed in 1.1 Final and Preview.
Associate Steve Acaster
[YorkshireRifles.com]