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Plan for Midhir

Plan for Midhir
Name:Jesse (Midhir) Liles
Date Posted:Nov 08, 2005
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
Shooting at things is fun, but not without something to hide in, on, behind, under, etc. So I busted open CShop and made a couple of shops, a factory, and an office building. They aren't terrifically cool, but they are mine. They need a whole lot of detail work before they're done but they work as cover for now. The glass is a DTS with a transparent material.



I also found a free glock 17 model on TurboSquid (http://www.turbosquid.com/FullPreview/Index.cfm/ID/204360). I turned it into a useable Torque weapon but I'm a bit fuzzy as to where the muzzlepoint, mountpoint, and ejectpoint need to be attached to work properly I might just have my .cfg file fubared. I even made the gun semi-auto, I was very proud of myself. Maybe a little too proud. You can see here how the soldier thought he was so incredibly cool with his new Glock that he could catch a bullet with his bare hand:

I really do need to learn how to get multiple root/look animations in for different weapon types.


I've found a glitch I'm not sure whether it's a bug, a feature, operator error, or some combination thereof:
This is the lighting pack 1.3.5 engine modifications/additions without the use of the light editor due to being implemented in a 1.4rc2 build, in a building using standard omni_lights placed in Cartography Shop+Torque Pipeline. As you can see the soldier is well below the shelf above him but his shadow is rendered onto the top of it. Odd.

Recent Blog Posts
List:07/28/06 - I like art
06/18/06 - I've got hands. And I've got pinball.
05/19/06 - Score! Back to work!
01/30/06 - Moving out.
01/19/06 - Project reaches alpha!
12/02/05 - Plan for Midhir
11/15/05 - Plan for Midhir
11/08/05 - Plan for Midhir

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Brian Wells   (Nov 08, 2005 at 14:10 GMT)   Resource Rating: 5
"...I'm a bit fuzzy as to where the muzzlepoint, mountpoint, and ejectpoint need to be attached to work properly I might just have my .cfg file fubared."

Nice :)

The mountpoint is where it attatches to his hand(s). The Muzzlepoint is where the projectile spawn/muzzle flash/particles if you use them can be spawned from (ie the gun's muzzle). The ejectpoint is where the shells come out if you have brass shell ejections.

-B

Jake Shephard   (Nov 08, 2005 at 15:51 GMT)
I like your work dude, why not get your own models?
anyways i like the shops, very cool, bustin glass wit a gun is always fun. :)
keep it up

Jesse (Midhir) Liles   (Nov 08, 2005 at 20:38 GMT)
Thanks guys =)

I should mention, the glass isn't breakable yet as I haven't added any script for that. Right now they're just TSStatic objects. As for the nodes in the handgun, I know what they're _for_ I just don't know what part of the hierarchy to link them to to get them to work in-game. I really should make my own models, but my results suck, and this guy had an amazing glock 17 for free =)

Media @ KrabbitSoft Studios Inc.   (Nov 08, 2005 at 20:43 GMT)

Edited on Dec 06, 2005 17:19 GMT

Chris \"C2\" Byars   (Nov 08, 2005 at 22:20 GMT)
Quote:

I really do need to learn how to get multiple root/look animations in for different weapon types.


Well the script of it is easy (http://www.garagegames.com/mg/forums/result.thread.php?qt=5861) it's the blend modelling that I don't understand how to do. I want to get that into my project as soon as possible, but haven't found much information on the modelling process of making multiple weapon holding positions.

Andrew Nicholson   (Nov 08, 2005 at 23:06 GMT)
Catch a bullet with his bare hand! LOL

Chris \"C2\" Byars   (Nov 12, 2005 at 22:47 GMT)
...
Edited on Nov 12, 2005 22:48 GMT

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