Game Development Community

Can't click on waterblocks in 1.4

by Cinder Games · in Torque Game Engine · 11/26/2005 (7:53 pm) · 35 replies

Just as the title says, i can't click on water blocks...
Sure does make for editing issues... any clue what's causing this?

img510.imageshack.us/img510/2826/screenshot00100001b9oa.jpg
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#21
05/25/2006 (8:34 pm)
Hey guy's ive just got threw reading these post looking for an answer to my problem. unfortunately when i create a water block it dosen't show up anyware, i get xyz coordinates, but no water block, it probably creates it way off somewere. like dennis it works fine in gpgt book but it dosnt work in TGE 1.4 or TLK. Im going to try digging around the code trying some of the idea's here, im still somewhat a newbe with the torque script so if anybody has any latest development's please let me know.
#22
05/25/2006 (8:43 pm)
Hmmm i had issues with that too. i think it has to do with it not finding the textures.

I had to go and change the water textures for it to work for some dumb reason.
#23
05/25/2006 (9:12 pm)
By default, when you create a new water block it looks for the textures in the 'creator' folder. This was causing the problem for me, as soon as I brute forced it to look for the textures in the fps folder no probs. Alternatively you could just throw the textures in the creator folder.
#24
05/26/2006 (10:27 am)
Well i found my waterblock just as i suspected, it created it out in some goofy coodinate, here are the number's
(8216 -408 -3.3681 e-007) notice the "e", when i punch in the same coodinates as my character it shows up.
unfortinatly with no textures or controle widgets, just a ghostly shape floating there and no way to select it only in the inspector tree. I've tride ramen & tim's texture folder idieas but still no texture's.
#25
05/27/2006 (2:03 pm)
All I do is create a torque logo were I want my water to be, load a waterblock and then cut and paste the position from the logo to the water.
#26
05/27/2006 (2:12 pm)
Quote:
notice the "e", when i punch in the same coodinates

the e-007 is basically saying it's to the 7th power
-3.3681 e-007 in other words is a very very very small negative number

So it's pretty much 0.
#27
05/27/2006 (9:35 pm)
Waterblock seem's to be finaly fix using alan james commenting code method. has anybody experianced any wierd side effects from doing this?.

thank's for the info guy's
#28
05/29/2006 (1:34 am)
I tried using the fix. It works and don't seems to have ill-effects, but I use water only for decoration purposes, so my opinion has limited value. For what's worth, I dug a bit into it. This is the description of function setGlobalBounds(): "If global bounds are set to be true, then the object is assumed to have an infinitely large bounding box for collision and rendering purposes." So, as in my case I only have little water pools, having an infinitely large bounding box might in fact be detrimental.
The description of the mRemoveWetEdges flag (which is tied to the removeWetEdges console variable) is "Setting this value true, tells the engine to (attempt to) clip the edges of water that protrude from beneath terrain features. Results will vary when using this feature." Setting removeWetEdges to true would solve the problem without the need for a fix, and might indeed be useful to me, but ... it makes the water disappear in all cases I tried! I bet that's what "results will vary" might mean, but then I wonder in what other cases the flag would work as expected... The description makes me think that I could use it to make something like a volcanic lake, but it doesn't work. Anyone succeeded in that?
#29
06/15/2006 (9:30 am)
This is a bug in 1.4.

For us non-compilers, this is a pain in the ass.

Its been quite a while and no fix =(
#30
06/15/2006 (9:50 am)
"Non-compilers"? What's your excuse? These days there's simple enough directions even a non-programmer can get that far and apply minor fixes to the source.
#31
06/15/2006 (10:15 am)
I don't need an excuse.

But here it is. I'm not a programmer, I'm a designer, artist and scripter, lead on the project and I'm wearing to many hats as it is.

But, there is a simple fact that this is a product (great one) and this is a bug, it has been there since 1.4 and it has been known. If it is an easy fix, then why has it not been and placed in the SDK (not the CVS one)?

(Before anyone flames me, I think this is a simple request for any product)
#32
06/15/2006 (11:26 am)
I'm guessing higher priorities. Moving office, Finishing up the optimizations to Torque ala XBox enhancements merged as well as an update to Atlas Terrain, Then of course there is TGB Release candidates getting ironed out with bug fixes as well as Constructor work.

I know it can be frustrating at times. Unfortunately that is the price you have to pay when you can't fix something because of lack of time or experience or know how.
#33
06/15/2006 (11:32 am)
Allyn, if you need 1.4 compiled with this fix I'll be happy to do it for you and upload a working binary.

Let me know.
#34
06/15/2006 (2:37 pm)
Well the bug was identified in novemeber. I agree that a 1.41 or whatever SDK should be relased.

This was identified almost 8 months ago.

But this isn't the only bug that's been left like this.

I don't go on the CVS and get the "up to date" source. I wait till an official release comes out. So for "non-programmers", there should be a more frequent release for bug fixes.
#35
06/19/2006 (11:05 am)
Correct, it has been here for quite some time now.
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