DTS Collision/Polysoup and Camera Issue
by Susan Peyton · in 3D Isometric Kit · 05/22/2009 (10:47 am) · 7 replies
Well, today I stumbled across another issue I'm not sure how to resolve.
When putting in a DTS object as a building, and turning on Polysoup, you can't get past the entrance to the building. It seems that since the player follows the mouse, its trying to follow the mouse up the side of the building when you try to enter.
The other issue is, when I ALT + C, and place myself inside the building, the camera stays above the building so you can not see inside.
I did some research and found a post where Jeff Faust responded. The fix he has for it was for the AFXCamera.cpp. I followed his instructions, got it to compile right, but it didn't fix the issue.
Anyone have some insight?
When putting in a DTS object as a building, and turning on Polysoup, you can't get past the entrance to the building. It seems that since the player follows the mouse, its trying to follow the mouse up the side of the building when you try to enter.
The other issue is, when I ALT + C, and place myself inside the building, the camera stays above the building so you can not see inside.
I did some research and found a post where Jeff Faust responded. The fix he has for it was for the AFXCamera.cpp. I followed his instructions, got it to compile right, but it didn't fix the issue.
Anyone have some insight?
About the author
#2
On line 480 of AdvancedCamera.cpp change
U32 mask = InteriorObjectType | TerrainObjectType;
to
U32 mask = InteriorObjectType | TerrainObjectType | PolysoupObjectType;
this will fix the camera collision issue. As for the getting past the entry way this is not related to mouse movement. all the mouse movement does is tell the player which way to face. I used the stock station and this is working just fine. Let me know if you need anything else.
05/25/2009 (2:35 pm)
Hey Susan,On line 480 of AdvancedCamera.cpp change
U32 mask = InteriorObjectType | TerrainObjectType;
to
U32 mask = InteriorObjectType | TerrainObjectType | PolysoupObjectType;
this will fix the camera collision issue. As for the getting past the entry way this is not related to mouse movement. all the mouse movement does is tell the player which way to face. I used the stock station and this is working just fine. Let me know if you need anything else.
#3
As for the mouse issue, here is the errors im getting in my console.
scriptsAndAssets/client/scripts/afxSelectionMgr.cs (13): Unknown command getShapeName.
Object (6481) TSStatic -> SceneObject -> NetObject -> SimObject
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000005/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
Set::remove: Object "5723" does not exist in set
Set::remove: Object "5727" does not exist in set
When I click the DTS object, an empty health bar is coming up. As I'm sure you can see, it's looking to find which type of object it is.
Now, this is messing with the movement of the mouse when entering the DTS building because as soon as you mouse over the building, the building lights up like a player would when you mouse over it. If you keep your cursor directly in the doorway of the building, you enter it just fine, but if your cursor touches the walls of the building, the character freaks out running back and forth.
This probably isn't a mouse issue at all, but is there a way to turn off selection on a DTS object?
If I'm not explaining this well enough, let me know.
Again, appreciate your help!
05/26/2009 (9:11 am)
Thank you a ton! That definitely fixed my camera issue.As for the mouse issue, here is the errors im getting in my console.
scriptsAndAssets/client/scripts/afxSelectionMgr.cs (13): Unknown command getShapeName.
Object (6481) TSStatic -> SceneObject -> NetObject -> SimObject
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000005/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (35000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (14000009/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
startSelectron() -- failed to match object-type (15000001/0) to a selection-effect.
Set::remove: Object "5723" does not exist in set
Set::remove: Object "5727" does not exist in set
When I click the DTS object, an empty health bar is coming up. As I'm sure you can see, it's looking to find which type of object it is.
Now, this is messing with the movement of the mouse when entering the DTS building because as soon as you mouse over the building, the building lights up like a player would when you mouse over it. If you keep your cursor directly in the doorway of the building, you enter it just fine, but if your cursor touches the walls of the building, the character freaks out running back and forth.
This probably isn't a mouse issue at all, but is there a way to turn off selection on a DTS object?
If I'm not explaining this well enough, let me know.
Again, appreciate your help!
#4
05/26/2009 (10:29 am)
look for afxselectionmask in afxtsctrl.cpp
#5
I took PolySoupObjectType out, but it is still causing the same issue.
It does cause a similar issue with the stock buildings, but the DIF buildings aren't selectable.
05/26/2009 (1:09 pm)
U32 SomeTerrainMask = InteriorObjectType | TerrainObjectType | AtlasObjectType ;I took PolySoupObjectType out, but it is still causing the same issue.
It does cause a similar issue with the stock buildings, but the DIF buildings aren't selectable.
#6
05/26/2009 (1:44 pm)
you are having this problem after you integrated the shapenamehud upgrade correct?
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