SSU Crawler Transporter development

Are you sure you have the latest revision? I updated one of the bitmaps to add the 2°/6° indicators, and maybe you still have the old version. I'm not sure what else could be happening.
 
Are you sure you have the latest revision? I updated one of the bitmaps to add the 2°/6° indicators, and maybe you still have the old version. I'm not sure what else could be happening.
Are you talking about Crawler_PBI_labels.bmp? In that case, that could explain the missing indicators as mine doesn't have the 2°/6° labels.
 
That's the one. It's been checked in, so you should have the labels.
 
Just to let you know: I'm currently working a new set of C/T Cab panel meshes which will fix some annoying things. I'll also add the driver seat.
 
I wrote LDS again in BasicPanel derivative form. I have problems with resolving if I'm at FWD or REAR cabin in DefineVCAnimations(). This is how I did this:

Code:
int mshnbr = 0;
        int rot_ofs;
        if(cabID == FWD)
        {
            mshnbr = 5;
            rot_ofs = 1;
        }
        else 
        {
            mshnbr = 6;
            rot_ofs = -1;
        }

I logged mshnbr and traveled between cabins few times. In log, mshnbr was always 0. Any ideas?
 
You should be able to use the parameter vcidx passed into the DefineVCAnimations() function (as long as you're the LDS doesn't have a mesh of its own). Look at the CrawlerCenterPanel class to see how the steering wheel animation is created.

I'm not sure if you've already seen this, but the TransformVector function might be useful to use the same vector for FWD and REAR cabs - just make sure you pass the values for the REAR cab into the function.
 
I already tried to do that by vcidx, but no results. I'll make another attempt today.
 
If you're still having problems post the files you've changed here and I'll take a look at them. Also, make sure you're actually creating the panel instances and adding them to the appropriate panel group.
 
Everything works fine except animations yet. I'll do some work on it and let you know what's going on. Also no modified files have been checked in.
 
I checked in LDS code. Problem is only with animations, clickspots are working in both cabins. Code is described well, and should be understandable.
 
There seem to be two problems. One is that the animations work in the front cab, but not the other; this is because you're using static variables, which are initialized the first time the function is called (for the front cab) and then reused, with the old values, for the rear cab. The other problem is that, in the front cab, it's impossible to see when the knob is turned; this seems to be a mesh/texture issue. The only way to see the animation is to use the Mesh Debugger plugin to make the knob group semi-transparent.
 
I'm sure that animations work in FWD cabin. If you look carefully, knobs are rotating. Thank you for info. I'll try to fix those problems. If I undestood you correctly, I need separate rotation coords for FWD and REAR cabin?
 
Last edited:
I'm sure that animations work in FWD cabin. If you look carefully, knobs are rotating. Thank you for info. I'll try to fix those problems. If I undestood you correctly, I need separate rotation coords for FWD and REAR cabin?
Not quite. For the MGROUP_ROTATE variables, you need to use new (and delete the variable in the destructor) instead of using static variables. This also means that the LDSPanel class will need to store pointers to MGROUP_ROTATE instances so they can be deleted later. You can look at the code in the CrawlerCenterPanel class (this class has a vector of MGROUP_ROTATE pointers, which it cleans up in the destructor).
 
That makes sense to me :) Thank you.
I have been in contact with Poscik today, and it seems he's stuck. So anyone else up to the task to fixing the LDS animations?
 
Checked in fix for the animation code. It doesn't look like the LDS display is being painted yet.
 
Checked in fix for the animation code. It doesn't look like the LDS display is being painted yet.
OK. Just an FYI: The markings, including the alignment shadow is actual mesh groups.

---------- Post added 02-21-11 at 12:31 AM ---------- Previous post was 02-20-11 at 07:45 PM ----------

Checked in brand new VC meshes. These fixes alot of old bugs. Also added the driver seat. As these are brand new and based on accurate dimensional data, the click spots needs tweaking.
 
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