Game Development Community

minimap or radar in 3.5?

by deepscratch · in Torque 3D Professional · 02/23/2014 (12:10 am) · 7 replies

hello all.
has anyone had any success with getting a minimap or radar to work in 3.5?
I have tried a few of the resources, but all seem not to work.
any help would be greatly appreciated.
thanks.

#1
02/23/2014 (1:25 am)
Im having same issue
#2
02/23/2014 (6:37 am)
Have not looked into it yet, but will be needing it as well. Why ? Can someone explain why with every release of this engine nothing else works ?
Is the code really changing that much ?


I no longer develop games, my main task in life is getting upgraded to the next version, when once completed its time to upgrade to the next version of the engine.

My biggest wish - GET ONE STABLE BUG FREE VERSION OF T3D BUILT BEFORE RELEASING THE NEXT WIZ BANG THING.

Sorry for the rant, but the closer we get to T3D not existing at all the more I wonder why.
#3
02/23/2014 (8:18 am)
I'm currently working on a minimap / radar for my pack in development. And yes, I do admit, it's really really difficult, there's a lot of fine details that have to be considered by it and some of them have been plaguing me for weeks now. Alas, I've got most of the "big" problems with it solved and now there's a few little bugs left. Here's where I'm at right now.

staff.phantomdev.net/phantom139/images/T3DRadarProgress_4.png
#4
02/23/2014 (10:07 am)
github.com/Azaezel/Torque3D/commits/Radar

has a variation on

www.garagegames.com/community/forums/viewthread/101223/1 post 9 (guiRadarTSCtrl with icon for Objects)

Do note I just pulled this one straight out of the game this end, so you'll need to either gut or attach a reference here or there as it suits you, like that per-datablock defineable gui entry, or enemy position clamping code. Also locked the Y axis.

I gather however the majority of the issue is wanting some code to compare, so there ya go.
#5
02/23/2014 (10:26 am)
wow, thank you Azaezel, I will test it as soon as I can.
#6
02/23/2014 (10:28 am)
Fair warning: I'd be astonished if it compiled out of the box. Though you *should* be able to kill off any external references without issue. Just meant just that. Pure copy-paste while the coffee is kicking in. Probably best to go off that first commit and use the second commit as a guideline.

edit:github.com/Azaezel/Torque3D/commit/4a1cb9004affbbace6cc0cd2976ce6131e69d22c

commit dif for those playing the home game.
#7
02/23/2014 (10:31 am)
yes, I did a quick scan through the files, I see a few changes that will need to be made.