fxObject Field Group Updates...
by Melv May · in Torque Game Engine · 09/06/2002 (12:10 pm) · 34 replies
I have updated the following fx objects to include the new field grouping in the latest [HEAD]. You cannot uses these unless you've merged with the latest head therefore I'm not going to update my downloads for a while.
If anyone requires the updates then please reply here and I'll send you a zip file containing all of them. Please put your email address in the post so I don't have to search for it.
Note that you will still need to download the appropriate resources as I am only including the code files here and nothing else.
- Melv.
Updates are:-
- Latest waterBlock
- fxSunLight
- fxLight
- fxLightDB (Nominal updates)
- fxShapeReplicator
- fxFoliageReplicator
If anyone requires the updates then please reply here and I'll send you a zip file containing all of them. Please put your email address in the post so I don't have to search for it.
Note that you will still need to download the appropriate resources as I am only including the code files here and nothing else.
- Melv.
Updates are:-
- Latest waterBlock
- fxSunLight
- fxLight
- fxLightDB (Nominal updates)
- fxShapeReplicator
- fxFoliageReplicator
About the author
#2
09/06/2002 (1:38 pm)
do these files have all the files for the fx. so we don't need to download the old ones first? hope you understood that
#3
I thought these would only be useful to people who are already using them. If it's a major problem I can spend some time packaging it up. Just trying to save myself some time.
- Melv.
09/06/2002 (2:04 pm)
Quote:Note that you will still need to download the appropriate resources as I am only including the code files here and nothing else
I thought these would only be useful to people who are already using them. If it's a major problem I can spend some time packaging it up. Just trying to save myself some time.
- Melv.
#4
I've packaged them up with their original files and will send them in a moment. 8)
- Melv.
09/06/2002 (2:09 pm)
Okay,I've packaged them up with their original files and will send them in a moment. 8)
- Melv.
#5
- Melv.
09/06/2002 (2:21 pm)
@Alan: I got an auto-reply saying that the email-address is no longer vaild with a new forwarding email-address which I have posted to. Did you know this?- Melv.
#6
I think you know my email but well, just in case, exodus@invasionworks.com
09/06/2002 (4:05 pm)
Melv, it would be nice to have those updated files please :)I think you know my email but well, just in case, exodus@invasionworks.com
#7
But any info would be helpful.
Phil.
09/06/2002 (4:24 pm)
Melv, whats the grouping do again? is it something I'll need to roll into the RW builds do you think? if it is, can you let me know what changes you made to the torque head? in fact, that might not be necassary.But any info would be helpful.
Phil.
#8
09/06/2002 (5:28 pm)
wow melv, you are damn good.... I didnt even see this post and you had already mailed me the new code.... thanks man :)
#9
If you click on the 'field grouping' link at the top then you should see what I mean.
Essentially though, when you've merged with the [HEAD], you will be able to group your object fields in code really easily like so ...
The addGroup/endGroup start/terminate the groupings. These groups appear with a toggle button that allows you to open/close the group itself. The open/close status of each group within each object is also persistent for the editting session so moving between objects maintains the open/closed groups.
I have therefore update my fxObjects but cannot update the resources until I am sure that most people have moved to the [HEAD]. In the meantime I've update my fxobjects and they are available if you request them.
It should make things a little easier when moving around the editor. At the moment you've got field overload, especially on my objects.
Even if you merge with the head and you find you don't want to use them then you can turn them off. You can also include line seperators between groups. If you goto "guiInspector.cc" (Lines 29/30) you can control them with...
All the best,
- Melv.
09/07/2002 (2:06 am)
Phil,If you click on the 'field grouping' link at the top then you should see what I mean.
Essentially though, when you've merged with the [HEAD], you will be able to group your object fields in code really easily like so ...
void fxSunLight::initPersistFields()
{
// Initialise parents' persistent fields.
Parent::initPersistFields();
// Add our own persistent fields.
// Enable.
addGroup( "Debugging" ); // MM: Added Group Header.
addField( "Enable", .........
endGroup( "Debugging" ); // MM: Added Group Footer.
addGroup( "Media" ); // MM: Added Group Header.
addField( "FlareBitmap", .........
endGroup( "Media" ); // MM: Added Group Footer.
// Sunlight.
addGroup( "Sun Orbit" ); // MM: Added Group Header.
addField( "SunAzimuth", .........
addField( "SunElevation", .........
endGroup( "Sun Orbit" ); // MM: Added Group Footer.
// Flare.
addGroup( "Lens Flare" ); // MM: Added Group Header.
addField( "FlareTP", .........
addField( "FlareColour", .........
addField( "Brightness", .........
addField( "FlareSize", .........
addField( "FadeTime", .........
addField( "BlendMode", .........
endGroup( "Lens Flare" ); // MM: Added Group Footer.The addGroup/endGroup start/terminate the groupings. These groups appear with a toggle button that allows you to open/close the group itself. The open/close status of each group within each object is also persistent for the editting session so moving between objects maintains the open/closed groups.
I have therefore update my fxObjects but cannot update the resources until I am sure that most people have moved to the [HEAD]. In the meantime I've update my fxobjects and they are available if you request them.
It should make things a little easier when moving around the editor. At the moment you've got field overload, especially on my objects.
Even if you merge with the head and you find you don't want to use them then you can turn them off. You can also include line seperators between groups. If you goto "guiInspector.cc" (Lines 29/30) you can control them with...
const bool UseFieldGrouping = true; const bool UseFieldSeperators = false;
All the best,
- Melv.
#10
09/07/2002 (2:48 am)
Would be great if you could mail them to me. My email is "christianweber@ghostgames.net". Thx.
#12
09/07/2002 (8:01 am)
thanks t osend me the file here melv : sage-team@wanadoo.fr
#13
If not then please shout up.
- Melv.
09/07/2002 (10:19 am)
Everyone should have the files by now.If not then please shout up.
- Melv.
#16
09/08/2002 (5:22 am)
Ok. Was waiting for a zip file link to get them without bothering you. But I'll take a copy if they will not be published for awhile. wfbrown53@adelphia.com
#17
I tried to send you the files but got ...
Have you got an alternate address?
- Melv.
09/08/2002 (6:28 am)
Wendell,I tried to send you the files but got ...
*********************************************************
Your message
To: wfbrown53@adelphia.com
Subject: FW: fxobjects.zip
Sent: Sun, 8 Sep 2002 09:01:23 -0400
did not reach the following recipient(s):
wfbrown53@adelphia.com on Sun, 8 Sep 2002 08:59:32 -0400
The recipient name is not recognized
MSEXCH:IMS:HYPERION:CDPTPA-ST01:CDPTEX5 0 (000C05A6) Unknown Recipient
*********************************************************Have you got an alternate address?
- Melv.
#18
09/08/2002 (6:41 am)
If you could send them to craig.lucas@ntlworld.com that would be great. Thx
#19
Edit: Guess I should at least save you an extra click: defiant@flyingtemple.com.
09/08/2002 (9:03 am)
Sign me up, Melv! Thanks!Edit: Guess I should at least save you an extra click: defiant@flyingtemple.com.
#20
e.maurina@verizon.net
Thanks!
09/08/2002 (9:35 pm)
Your a trooper Melv. I'd love to have your latest:e.maurina@verizon.net
Thanks!
Torque Owner Alan "Nefilim" Schwertel
thanks melv!!
support@pwtel.net should work