Questions about T3DEditor, Art, etc ..
by Akash · in Torque 3D Beginner · 06/21/2013 (7:34 pm) · 6 replies
I started practically learning T3D (instead of just reading Documentation and Examples) and i'm confused about these things..
WITH THE EDITOR ..
When i open a Level (not empty level) and press F11, the World Editor does not open (sometimes). And the W key does not move the player forward either. Is it a Bug?
Then at the same time, if i press the LMB to fire from the Pistol, the Player instead threw (tossed) the Weapon away.. !! O.o
I seem to have this Vehicle falling through the Ground (after resetting transform), i clicked the All Objects will snap to terrain(T) button (i guess it stopped after that),

is it the button for it?
WITH BLENDER ..
I'm using Blender, i used Empty > Plain Axes for all the Node points: cam, eye, mountN, springN and hubN. Is it necessary that i use Bones instead?

I tried using Empty Cube (Empty > Cube) and it does not work as a collision-1? Then it logs a Warning in the console that "there are no matching details"?
What is the use of "NullDetail1" in Cheetah (and it's wheel) model?
Is Parenting necessary for the Model parts (before importing to T3D)? I mean the collision box is not parented with the Cheetah Wheel, so just wondering ..
Sorry for the long questions, Thank you ..
WITH THE EDITOR ..
When i open a Level (not empty level) and press F11, the World Editor does not open (sometimes). And the W key does not move the player forward either. Is it a Bug?
Then at the same time, if i press the LMB to fire from the Pistol, the Player instead threw (tossed) the Weapon away.. !! O.o
I seem to have this Vehicle falling through the Ground (after resetting transform), i clicked the All Objects will snap to terrain(T) button (i guess it stopped after that),

is it the button for it?
WITH BLENDER ..
I'm using Blender, i used Empty > Plain Axes for all the Node points: cam, eye, mountN, springN and hubN. Is it necessary that i use Bones instead?

I tried using Empty Cube (Empty > Cube) and it does not work as a collision-1? Then it logs a Warning in the console that "there are no matching details"?
What is the use of "NullDetail1" in Cheetah (and it's wheel) model?
Is Parenting necessary for the Model parts (before importing to T3D)? I mean the collision box is not parented with the Cheetah Wheel, so just wondering ..
Sorry for the long questions, Thank you ..
About the author
#2
About the terrain, the funny thing was i would try catch up with the test model i just imported by running and the model would just fall through the terrain, it was painful trying to catch up by running the Player (before remembering that Button).
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that World Editor of T3D not responding to F11 is scary ..
06/22/2013 (6:03 am)
Thank you, ... the Shortcuts will be of great use too .. thank you ..About the terrain, the funny thing was i would try catch up with the test model i just imported by running and the model would just fall through the terrain, it was painful trying to catch up by running the Player (before remembering that Button).
____
that World Editor of T3D not responding to F11 is scary ..
#3
06/23/2013 (9:21 am)
It sounds like your key binds are all jacked up. Have made any edits to any of the .bind.cs files?
#4
06/24/2013 (5:02 am)
The tools only show in windowed mode because the toolbar uses the Microsoft C++ Window Toolbar control.
#5
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when i set the transform of my Vehicle to say 0 0 260 in the Editor, i see the model flying far away into the horizon. Why does it do that?
(Z is up, so 260 is just supposed to reset it's up value and X,Y to 0)
I used a copy of CheetahCar's datablock, could it's spring properties be the reason for that?
The transform reset in the Editor should be relative to the World Origin right? i see the model flying as if it's relative to the Player (it flies as if starting right from above the Player, as i notice it).
Thank you in Advance ..
07/01/2013 (5:49 am)
BTW, what is the difference between using Sim::spawnObject and just using new for spawning an object (apart from the fact that spawnObject is a function)? technically, i will get the same results right?=======
when i set the transform of my Vehicle to say 0 0 260 in the Editor, i see the model flying far away into the horizon. Why does it do that?
(Z is up, so 260 is just supposed to reset it's up value and X,Y to 0)
I used a copy of CheetahCar's datablock, could it's spring properties be the reason for that?
The transform reset in the Editor should be relative to the World Origin right? i see the model flying as if it's relative to the Player (it flies as if starting right from above the Player, as i notice it).
Thank you in Advance ..
#6
The easiest way to use transform values is like so:
07/01/2013 (9:57 am)
Set Position to "0 0 260" - Transform should include rotation information.The easiest way to use transform values is like so:
// use a spawnpoint, for instance %xfrm = %spawnpoint.getTransform(); %myObj.setTransform(%xfrm); // this will set position and rotation the same as %spawnpoint
Torque Owner Edward Smith
Silencersoft
I can't help with your blender questions but in regards to the editor:
*The editor only comes up in windowed mode (why I'm not sure?)
*I normally use the editor when I am in flying mode, F8 and F7 drops your character where ever your camera is. Hitting F8 again will take you back to where your character currently is.
*You can hold down the right mouse key to view with the mouse also.
*I am not sure why it is throwing the weapon on fire, I don't experience this. Not sure if there is something I am doing differently, try holding down the right mouse button also?
*Yes created vehicles often are placed at the terrain, but as they are half way through they don't collide, I generally create them looking upwards. But someone else properly has a keyboard shortcut or option to make it behave better?
Hope that helps!