Game Development Community

brush size for painting

by Thomas Champion · in General Game Discussion · 12/25/2012 (3:38 pm) · 3 replies

the problem i am having is making a path with a brush, i dont want to us the path editor.
The size of the brush on 1 is 5 times wider than my player. i am scaling down my player to around the hight of his waiste, so around 0.5 0.5 0.5 .if i make the brush size larger, say around 786 ,786 will that make the size 1 smaller or would making the brush size 28, 28 wich is 20 sizes smaller than default, will that make size 1 smaller? i allso need to know what file to change in the engine to scale the player so it dose not goback to default everytime i start the game.

I am asking here first because this involves engine changes and recompiles.
have all i need from this resource.as far as where to got o make the scaling for the brush.



by Steven Saric ���· 11/06/2011 (8:40 pm) ���· 4 comments
Tested only in Torque 3D 1.1


If you got really frustrated about that brush only having a max of 40, its quite simple to change.

2 really small source changes and a few changes in the torquescript...

Lets get started with the source changes

So any feedback on the way to scale ,up or down to make size 1 smaller on the brush would be greatly appreciated.also the engine file to recale the default size the player starts at.

Thank You for your time and input.
Thomas Champion.


#1
12/25/2012 (9:46 pm)
"i allso need to know what file to change in the engine to scale the player so it dose not goback to default everytime i start the game.
"

http://www.garagegames.com/community/forums/viewthread/103495

side effects of scalling players:
http://www.garagegames.com/community/forums/viewthread/90403
#2
12/26/2012 (9:08 am)
thanks for the info there.

I can scale my npc's and boss's and other things with the uaisk it has a place for them there. only problem is , im not shure where the player is to scale, since afx use's afxplayerdata not playerdata.

maybe we can find what we are looking for, thanks again for the links.
As far as sid effects from scaling, i know not to use steps and if i do to place a invisable flat wall on the steps or make ramps instead.

Thomas Champion.


EDIT:: that wasent really what i was looking for. scalling npc's and and others is no prob. it's the player that dosent hold its scale if i scale in the scene editor.. Ill piddle around in the engine and find it.

If it try's to fall thru the map i will just set snap to terrain or soft snap. should solve that. well guess ill back everything up and go playland, take it easy.

More over i really need the size1 on the terrain painter to be alot smaller than it is.
#3
12/27/2012 (9:58 am)
Quote:
I can scale my npc's and boss's and other things with the uaisk it has a place for them there. only problem is , im not shure where the player is to scale, since afx use's afxplayerdata not playerdata.

EDIT:: that wasent really what i was looking for. scalling npc's and and others is no prob. it's the player that dosent hold its scale if i scale in the scene editor.. Ill piddle around in the engine and find it.

You are over-complicating things if you intend to look into the engine code for scaling players. Modifying the player's scale within the editor is a this-particular-instance-only solution, which works for static objects, but since players are created dynamically at run time...

Scale your player within it's onAdd() callback - which may be in the ArmorData, PlayerData, ExtraspecialPlayerData, HalfsizePlayeData, etc., namespace. Each player datablock that you have in which you want to apply scaling for should have a unique onAdd() implemented if the scale factor is different for each one.
function ArmorData::onAdd(%this, %obj)
{
   // Vehicle timeout
   %obj.mountVehicle = true;

   // Default dynamic armor stats
   %obj.setRechargeRate(%this.rechargeRate);
   %obj.setRepairRate(0);
   %obj.setScale("0.5 0.5 0.5");
}