Construction Zones
by Gordon Walton · in Torque 3D Professional · 09/16/2013 (1:59 am) · 2 replies
I am back into Torque following a rather extended break due to other commitments. I thought i'd take this opportunity to ask a smallish question to the community and hope that someone is able to point me in the right direction.
Currently I am working on in game construction via a gui, which will let you plop down modules comprising of foundations, walls, windows, doors, roofs etc into the game world. My initial tests have proven a bit unsatisfactory due to a minor problem of how to visibly show the construction zone that the player is currently building in.
When I call up my test gui and declare a new zone (of select-able sizes such as 25 meters x 25 meters) I create a semi-transparent staticshape to mark the zone area. This has all sorts of problems such as terrain poking through the middle, or player being under the marker.
I was thinking about trying to put a decal down on the terrain instead with a grid texture that would show a grid of 1 meter x 1 meter but I am a bit clueless on how to do decals that big with the right texture. Anyone got any thoughts?
Currently I am working on in game construction via a gui, which will let you plop down modules comprising of foundations, walls, windows, doors, roofs etc into the game world. My initial tests have proven a bit unsatisfactory due to a minor problem of how to visibly show the construction zone that the player is currently building in.
When I call up my test gui and declare a new zone (of select-able sizes such as 25 meters x 25 meters) I create a semi-transparent staticshape to mark the zone area. This has all sorts of problems such as terrain poking through the middle, or player being under the marker.
I was thinking about trying to put a decal down on the terrain instead with a grid texture that would show a grid of 1 meter x 1 meter but I am a bit clueless on how to do decals that big with the right texture. Anyone got any thoughts?
#2
Have you had trouble using large decals? I suspect you won't be able to use repeating textures, but they should plaster themselves over the terrain without too much trouble. Try adding a decal projector with one of the default grid patterns and see how it comes out.
09/19/2013 (2:36 am)
Quote:is not the same thing can be achived using world editor?Not if you want to make an RTS game!
Have you had trouble using large decals? I suspect you won't be able to use repeating textures, but they should plaster themselves over the terrain without too much trouble. Try adding a decal projector with one of the default grid patterns and see how it comes out.
Ahsan Muzaheed
Default Studio Name
is not the same thing can be achived using world editor?
not clear.
") I create a semi-transparent staticshape to mark the zone area. This has all sorts of problems such as ............. or player being under the marker."
look into
"function GameCore::pickPointInSpawnSphere(%objectToSpawn, %spawnSphere)()"
from
"gamescriptsservergameCore.cs"
instead of SpawnSphere(which is also an staticshape) u have to detect an empty space inside your "semi-transparent staticshap"