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trying to add a mesh via the shape editor

by kcpdad · in Torque 3D Professional · 01/16/2012 (7:02 am) · 2 replies

Having trouble getting this to work. Maybe someone can offer a helpful suggestion, thanks
I'm trying to create a simple energy shield effect that I can toggle on and off depending on damage taken.

Starting with a tank dts and milkshape model. Unfortunately I don't have the exact milkshape model that made the dts file otherwise I would just do this in milkshape.

Took the model and deleted everything except the collision group, unhide it. renamed it to shields. exported as shields.dts. I want to use these as a visual indication that a shield is "on"

Open the tank dts in shape editor, go to mesh tab and select a detail mesh. select the "Import Shape into ...", then select the shields.dts with the option "current detail".

It seems throws an exception around line 76 of ts/tsCollision because in function TSShapeInstance::buildPolyList the vector mMeshObjects doesn't have an extra added mesh while mShape->subShapeNumObjects[ss] has one more member.

About the author

Hobbyist working on a tank game when time allows. Play the prototype at => http://www.sytrept.com/60tons/


#1
01/16/2012 (8:01 am)
Quote:Took the model and deleted everything except the collision group, unhide it. renamed it to shields. exported as shields.dts. I want to use these as a visual indication that a shield is "on"

What are the settings you're using for the Ms3d to DTS 'shield' file export, particularly if you still have it's detail level set as 'collision'. It might have exported with a negative detail number, which 'may' be doing something in that code snippet, although I'm not a coder.

Is the 'shield' geometry meant to have collision detection, as well? Also, is this meant to have a Vis animation, to render when 'damage' is taken? That is additional settings in a few places. 'Damage' is a special sequence too, it 'should' play as damage accrues to the shapeBase object.
#2
01/16/2012 (2:16 pm)
Since I created the mesh from the original collision mesh it did have a negative lod. This time I changed the mesh name and the LOD to 2 and it seems to be working.
Thanks very much for the help Rex.