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Plan for Midhir
Plan for Midhir
| Name: | Jesse (Midhir) Liles | ![]() |
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| Date Posted: | Nov 08, 2005 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jesse (Midhir) Liles |
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.

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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Submit your own resources!| Brian Wells (Nov 08, 2005 at 14:10 GMT) Resource Rating: 5 |
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) |
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) |
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) |
| Chris \"C2\" Byars (Nov 12, 2005 at 22:47 GMT) |
Edited on Nov 12, 2005 22:48 GMT
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