The Daily Click ::. Forums ::. Klik Coding Help ::. Raycast Object Tutorials?
 

Post Reply  Post Oekaki 
 

Posted By Message

The_Antisony

At least I'm not Circy

Registered
  01/07/2002
Points
  1331

VIP MemberStarSnow
8th August, 2011 at 20:40:11 -

I bought a December 2010 copy of ClickDisc just for the Raycast object. I didn't have any projects planned at the time, I just thought it'd be worth tinkering around with. I haven't touched the object since, but now that I'm actually trying to use it, I can't get the dratted thing to work correctly.

I've already done an extensive amount of google searching for tutorials and sample files I could peek at to get my game running correctly, but to no avail. Thus far, I've loaded up the editor, created four textures, set two of them to my ceiling and floor, built a map, saved it, then in MMF2, I've declared that on start of level, the raycasting object should load the map and textures from their respective directories.

When I preview the level or frame, all I achieve from the raycasting object is a blank, white screen. Is the raycasting object not set up to handle PNG files, because they seem to work fine inside of the editor. Outside of messing with the camera controls, I just don't understand what events I'm supposed to set up to be able to walk through my map.

If anybody has any examples they can point me to, that would be awesome. Otherwise, if you have MMF2 and the raycast object and don't mind explaining to me what I'm completely missing, that'd be pretty killer too.

 
ChrisD> Employer: Say, wanna see a magic trick?
ChrisD> Employee: Uhh… sure, boss.
ChrisD> Employer: Your job! It just disappeared! Pack your things and leave! Pretty good trick, huh?

The_Antisony

At least I'm not Circy

Registered
  01/07/2002
Points
  1331

VIP MemberStarSnow
13th August, 2011 at 21:41:44 -

I sort of got it working.
I mean, it's buggy as hell; but I can at least walk through the map now.
I didn't think I'd have to event script a page worth of movement engine, but I guess that makes sense, as not everybody would want to use the exact same FPS-style engine with the extension.

I still have a lot of event scripting to do before the bugs are worked out, so I'm thinking I might dump the project for a little while, as I was just kinda tinkering with it to begin with.

 
ChrisD> Employer: Say, wanna see a magic trick?
ChrisD> Employee: Uhh… sure, boss.
ChrisD> Employer: Your job! It just disappeared! Pack your things and leave! Pretty good trick, huh?
   

Post Reply



 



Advertisement

Worth A Click