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Shotguns, Vehicles, and Headaches
Shotguns, Vehicles, and Headaches
| Name: | Okashira | ![]() |
|---|---|---|
| Date Posted: | Dec 13, 2006 | |
| Rating: | 4.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Okashira |
Blog post

The image above is what I was finally able to get whilst tweaking a shotgun model I got off of turbosquid. I am quite proud of myself, since it is the first .DTS thing I have ever done.
So now that I can get my weapons in Torque easily, I am working on getting the buggy from the starter.racing into the fps.starter as a mountable vehicle. Any tutorials would be appreciated.
And then to end this short post, I have an incredibly bad headache. Not sure why I am even on here since it is only making it worse...Must be allergies...
Oh, and I finally signed up for GGE. Here be my badge-

Well, heres to wishing GG or a Max user will release Kork in the 3DS format!
-Okashira
EDIT : Just to show you that what TGE 1.4 can handle depends on your hardware, that shotgun has 5916 polys, and it didn't lag ONE BIT.
Recent Blog Posts
| List: | 02/04/07 - 2D, where have you been? I was SO worried! 12/22/06 - Do not fear Game Industry! 12/13/06 - Shotguns, Vehicles, and Headaches 09/15/06 - Finally Making My First 3D Game 09/08/06 - My Goals |
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Submit your own resources!| Chris Calef (Dec 13, 2006 at 20:16 GMT) |
Nice job, though! Welcome to the world of DTS import. You have a headache, you say?
| Windsor Continental Corporation (Dec 13, 2006 at 20:24 GMT) Resource Rating: 3 |
Edited on Dec 13, 2006 20:34 GMT
| Okashira (Dec 13, 2006 at 20:33 GMT) Resource Rating: 5 |
Lol, the size wasn't really what I was expecting, but I thought it was pretty funny. And yeah, I got a headache. Though it is more alergies then anything else.
@Coalescent Tech.
Thanks, it feels great. lol
Now, let's see if anyone happens to recognize this little shotgun...

Thanks,
Okashira
Edited on Dec 13, 2006 20:33 GMT
| Okashira (Dec 13, 2006 at 20:52 GMT) Resource Rating: 5 |

| Leroy Frederick (Dec 13, 2006 at 21:29 GMT) Resource Rating: 5 |
Quote:
that's a mighty big rifle ya got there
My thoughts exactly. I don't think the things even legal :0)
EDIT: While i'm here, what code do you guys use to get your GGE badge showing?
Edited on Dec 14, 2006 02:39 GMT
| Okashira (Dec 13, 2006 at 21:33 GMT) Resource Rating: 5 |
Quote:
While i'm here, what code do you guys use to get your GGE badge showing?
[g-ge_user=yourname]
Use that code, only replace 'yourname' with your GGE name and take out the dash right after the g.
Edited on Dec 13, 2006 21:34 GMT
| Tom \"epicglottis\" MacGregor (Dec 13, 2006 at 22:13 GMT) |
Edited on Dec 13, 2006 22:14 GMT
| Okashira (Dec 13, 2006 at 22:29 GMT) Resource Rating: 5 |
Yeah. I'm not really sure why GG hasn't done this already. I mean, how hard is it to export it as a .3ds or .obj, two formats accepted by pretty much every 3d modelling package. Then again, maybe they don't want people to use it?
I, for one, cannot afford 3ds max... :)
| Leroy Frederick (Dec 14, 2006 at 02:41 GMT) Resource Rating: 5 |

Yipee, nice one Okashira, finally got it working :)
Edited on Dec 14, 2006 02:41 GMT
| Ian Miller (Dec 14, 2006 at 04:09 GMT) |
| mb (Dec 14, 2006 at 14:29 GMT) |
| Florian (Dec 14, 2006 at 14:49 GMT) |
anyway, yea, thats the quake II shotgun :O
| David Montgomery-Blake (Dec 14, 2006 at 18:05 GMT) |
The problem with .3ds and .obj is that they do not include animation data. So while you would have a mesh, you would have to completely re-rig and animate it in your application of choice. Now, since Milkshape supports FBX, you could get a Max user to export it to FBX and use it. You would most likely have to tweak the model because of changes between how Max works with FBX and Milkshape does, but it would be less painful.
| Okashira (Dec 14, 2006 at 20:03 GMT) Resource Rating: 5 |
Thanks, now I get it!
@Ian, mb, & Florian
Yep, that's the Quake II shotgun. I like Q1 better, but .md2s(.md2 is the Quake II model format) are much less painful then .md1s(.md1 is the Quake 1 model format).
@mb
How would I go about setting up the mounting? I am pretty new to TorqueScript.
Thanks,
Okashira
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4.3 out of 5


