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Author Topic: PlanetX Map Editor  (Read 58155 times)
pizzayoyo
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« Reply #120 on: September 09, 2007, 10:17:19 AM »

Trekdude, that sounds more like a physics problem than a loader problem, as you have access to all of the TV objects now. Tongue

But I'd be happy to help. Here's how you do it:

For the first param, pass the value you got from Physics.CreateStaticTerrainBody(), and for the second, your physics material.

Hope that helps, and if you get something cool loading, post some pics!

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trekdude2007
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« Reply #121 on: September 09, 2007, 03:27:25 PM »

Pizzayoyo

I'm using the loader prog from plantetx. My understanding is that I dont need to create the terrain it does it for me. I just need to know how to get the ID from the created terrain that I slot into the physics materials function.

Thanks

TD
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pizzayoyo
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« Reply #122 on: September 09, 2007, 03:29:25 PM »

The loader loads the TVLandscape object. To put this landscape into the physcics world, you must use Physics.CreateStaticTerrainBody, passing it Map.Terrain("MyName").TVObj.
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trekdude2007
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« Reply #123 on: September 09, 2007, 04:27:36 PM »

Ahh yes...i missed a step that I thought I did. Sorry for being a pain.

TD
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Lyrical
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« Reply #124 on: September 10, 2007, 03:10:32 AM »

Hi,

Here are some quick steps for terrain and PXME,

Create a variable to hold your physics landscape references this is usually easier as an array

Code:
int[] pbTerrain;

then use the following code to create your physics landscapes from the PXME Landscapes

Code:
int TerrainCount = pxmeMap.Terrain.Count + 1;
pbTerrain = new int[TerrainCount];

pbTerrain[0] = TerrainCount;
           
for (int t = 0; t < TerrainCount-1; t++)
{
    pbTerrain[t + 1] = physics.CreateStaticTerrainBody(pxmeMap.Terrain["Terrain" + Convert.ToString(t+1)].TVObj);
}

Remember to name each terrain as "Terrain1" , "Terrain2", etc... inside PXME

To access meshes from PXME you will need to Name your objects in PXME and take note of them so you can access them through TV.

Code:
int pbGarage = physics.CreateStaticMeshBody(pxmeMap.Meshes["Race Garage"].TVObj);
pxmeMap.Meshes["Race Garage"].TVObj.SetMaterial(matGarage);

Here i have a garage in my PXME map named "Race Garage" you can then get directly to the TVObj to modify it in any way possible. I simply added a material.
This can also be use to gain access to the Actors also.

Exposing the TVObj is a great help thanks pizzayoyo


And lastly dont forget to render everything

Code:
loader.RenderAll();

I really love this map loader it is easy to use and you still have control over everything
i hope this helps slightly. I will be creating a WIKI page for this shortly.

Thanks pizzayoyo great editor
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agentchris1
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« Reply #125 on: September 10, 2007, 04:12:09 AM »

Great work!

I look forward to seeing version 1.1
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pizzayoyo
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« Reply #126 on: September 10, 2007, 10:21:41 PM »

Thanks Lyrical! That's a great aid for users using the loader, and the Wiki should be nice too. I hoped people would be able to do cool stuff with it, and it looks like I was right Smiley

1.1 is very close to completion now. Hopefully I can get it out by Friday.

Also, one thing that has changed is how names for objects can be named. You can no longer have spaces in your names, or the following characters: / \ . ,

This is so that names can't cause the folder to change (ex: "\..\Name1") would cause a problem on saving. You must fix your names manually, and it won't allow you to type in names like this anymore. The reason I can't just fix them is because after fixing there may be some duplicates.

Keep an eye out for 1.1!
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Lyrical
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« Reply #127 on: September 11, 2007, 03:33:43 AM »

I will be starting the WIKI page soon and i will include naming objects without spaces and not using the characters /\.,

Can't wait for version 1.1

pizzayoyo have you had chance to look at that trigger code i sent you, PM me if you
need any other information, I did have an idea of changing it so you can create multiple triggers with the trigger event passing the triggerID to identify which trigger was activated. If you want me to have a look into this also let me know and i will do the research for you.

Chears
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pizzayoyo
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« Reply #128 on: September 11, 2007, 03:22:03 PM »

I haven't looked into it yet, as I am still working on completing 1.1. But as soon as I start on 1.2 I will open it up and look through it to see how it works, and then implement it in PXME. So, I don't know if what you suggest would be usefull or not yet.
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Lyrical
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« Reply #129 on: September 12, 2007, 04:31:33 AM »

I will be updating the frsTriggers.dll shortly anyway to allow for multiple triggers when its complete i will send you the source as before.

I think this would be usefull for others also so i will create a WIKI page for this also.

I will be starting the initial designs for the WIKI tutorial of PXME today.
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pizzayoyo
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« Reply #130 on: September 12, 2007, 07:56:00 PM »

Just wondering, where are you going to be posting the Loader information? The tutorials section of the TV Wiki?
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vsleepy
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« Reply #131 on: September 12, 2007, 09:30:09 PM »

being a commercial software release, i personally don't think it should be on the TV wiki, as its not part of TV, it is its own commercial software. If there was still a tv projects site this would be the ideal location for it.
r,
Jim
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RuntimeError101
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« Reply #132 on: September 12, 2007, 11:17:57 PM »

It is fine on the wiki, IMO, because it is a widely used program in TV3D.  I would help beginners with the map loader. (and possibly reduce the questions posted in the forums  Wink )  I think it should be on the tutorials page or on the PXME project page.
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Lyrical
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« Reply #133 on: September 13, 2007, 03:11:01 AM »

I am proposing that the tutorial for the PXME loader to be placed in the Tutorial section of the WIKI and in the subsection Environments and Scenery

let me know your thoughts

pizzayoyo: When i finished then tutorial for your loader i will send you a word file for your approval. then i will create the wiki page from there.

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trekdude2007
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« Reply #134 on: September 13, 2007, 03:30:11 AM »

PIZZAMAN !

You have delivered your pizza well and you deserve a big tip !

PLANET X ROOLS !

Now that I am used to it and have the loader working it is SIMPLY FANTASTIC !!!!!!

Let me repeat....THE LOADER IS FANTASTIC !

GOOD WORK !!!

Lyricals WIKI page can go anywhere it wants according to me.

TD
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pizzayoyo
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« Reply #135 on: September 13, 2007, 03:26:52 PM »

Lyrical, I think that the Environments and Scenery section will be fine. I have also asked my website manager to add a wiki page to our site, so we can put all user-contributed stuff there as well.

Thanks trekdude! It's comments like those that keep me going! Smiley I'm glad you guys have enjoyed using the loader and have had success with it. It's the same way PXME works internally. And just wait until you see how easily cinematics is managed in the Loader Cheesy

On that subject, the 1.1 .Net DLL is complete and now all I need to do is fix the errors in the COM dll and test it before the 1.1 beta is released.
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XXL
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« Reply #136 on: September 13, 2007, 03:56:41 PM »

cool.. good to hear that the new version is coming soon..

i cant work without the new .dll Smiley
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pizzayoyo
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« Reply #137 on: September 13, 2007, 07:54:12 PM »

The COM DLL is now loading 1.1 maps, but I have to make some adjustments for the cinematics to work right.

Also, I am setting up a Wiki page on my site, for some tutorials by me as well as user-contributed ones such as Lyrical's. Should be a great way to share info about the editor, and I hope people will find it usefull.
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agentchris1
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« Reply #138 on: September 15, 2007, 12:43:31 AM »

Hi,

I know you said that we need to wait until the next release to work with pre-prelease, but PXME won't even attempt to init the engine, it just stops when using the licensing component, and throws the .NET error screen saying "Requested Registry access is not allowed."

And the details of the error:

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Security.SecurityException: Requested registry access is not allowed.
   at System.ThrowHelper.ThrowSecurityException(ExceptionResource resource)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name, Boolean writable)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name)
   at Manco.Licensing._Validator.CheckLicenseInRegistry(String lsProductID, RegistryKey& aoSearchKey)
   at Manco.Licensing.License.CheckLicenseInRegistry()
   at Manco.Licensing.License.get_IsExpired()
   at aq..ctor()
   at l.a(Object A_0, EventArgs A_1)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The Zone of the assembly that failed was:
MyComputer


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PlanetX Map Editor
    Assembly Version: 1.0.0.1
    Win32 Version: 1.0.0.1
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease/PXME%20Release/PlanetX%20Map%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
MTV3D65
    Assembly Version: 1.0.2802.22118
    Win32 Version:
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease/PXME%20Release/MTV3D65.DLL
----------------------------------------
PlugInDefinition
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease/PXME%20Release/PlugInDefinition.DLL
----------------------------------------
Manco.Licensing
    Assembly Version: 2.9.0.0
    Win32 Version: 2.9.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease/PXME%20Release/Manco.Licensing.DLL
----------------------------------------
System.Web
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Web/2.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
g9sy9h8l
    Assembly Version: 0.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Security
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1378 (REDBITSB2.050727-1300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Security/2.0.0.0__b03f5f7f11d50a3a/System.Security.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



Note this very important bit at the top of the box

Code:
************** Exception Text **************
System.Security.SecurityException: Requested registry access is not allowed.
   at System.ThrowHelper.ThrowSecurityException(ExceptionResource resource)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name, Boolean writable)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name)
   at Manco.Licensing._Validator.CheckLicenseInRegistry(String lsProductID, RegistryKey& aoSearchKey)
   at Manco.Licensing.License.CheckLicenseInRegistry()
   at Manco.Licensing.License.get_IsExpired()

Any help would be greatly appreciated.
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pizzayoyo
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« Reply #139 on: September 15, 2007, 10:36:28 AM »

I'm not sure about why it's throwing that, but I have noticed that it only occurs to people who are using the TV PreRelease. So I can only assume that PXME 1.1 will fix it. If not, we can work on figuring out the problem.
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