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 Post subject: Ghost VMK 28 - Ghosts
PostPosted: Sun Sep 13, 2009 11:48 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
In VMK28A I supply the ghost.vmk 3D model which I use to render a ghost on the screen. A Ghost class is created to manage the ghost object in the game. The radar unit is also updated to show a red dot where the ghost is positioned in the map.

Note: I made a typo in the video at the bottom of the Scene::loadingLevelData function. BEFORE setting the position of the ghost, you should check to see if the ghost is valid, NOT after as shown in the code. Just flip these two items so it looks like this:

if (!m_pGhost->isValid()) {
   return false;
}

m_pGhost->setPosition( Vector3( 25.0f, 0.0f, 33.0f) );


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PostPosted: Sun Sep 20, 2009 6:35 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
VMK28B: The ability to duplicate a subtree of the scenegraph is added in this VMK. I use the duplication function to make two more copies of the previously loaded ghost.vmk so that we have 3 ghosts in the game.


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