Soldiers, Guns, Enviorments! OhMY!
by Mark · 07/19/2006 (11:59 pm) · 9 comments
I was able to get me alot of GG stuff a few days ago, mostly content packs and the Indie license for my personal fun uses.
I'd like to release a free FPS for people to play using some well-made content packs, just to show off what YOUR game could possibly be, how useful the content packs are and to overall create a popular FPS with a large mod community to contribute to it.
These are a few screens I put together just for fun, figured I'd post them in my blog because IMO, they look fantastic, I can only imagine how awsome they would look in TSE.





Also I guess I'll include here a question I have.
The way I setup the guns in those pics are an illusion really... I just plopped a static weapon down and moved the camera to make it look like I was in the players body.
Does anybody have a guide on how to get my player to hold the weapons from the weapons pack? I tried replicating the guide the soldier pack has on how to get the M16 in the game, but that didnt work.
I'd like to release a free FPS for people to play using some well-made content packs, just to show off what YOUR game could possibly be, how useful the content packs are and to overall create a popular FPS with a large mod community to contribute to it.
These are a few screens I put together just for fun, figured I'd post them in my blog because IMO, they look fantastic, I can only imagine how awsome they would look in TSE.





Also I guess I'll include here a question I have.
The way I setup the guns in those pics are an illusion really... I just plopped a static weapon down and moved the camera to make it look like I was in the players body.
Does anybody have a guide on how to get my player to hold the weapons from the weapons pack? I tried replicating the guide the soldier pack has on how to get the M16 in the game, but that didnt work.
About the author
#2
To get the weapons in to the "soldiers hands" from the Modern Weapons Pack.
Go in to your weapon script and change any referrences from "shapes/crossbow/weapon.dts" to "shapes/m16/w_m16a.dts" or where ever the file is located.
And then it should load up the shapes.
For the animations, at the top of the weapons file you have to include in the .cs file:
exec("~data/shapes/m16/w_m16.cs");
Then in some of the weapon script files have errors refering to the wrong file name so check that. The M-16 one seems fine from a glace.
Then you need to use the same names in your weapon script file as in the animation defining script file (the one you included above). This is in your "ShapeBaseImageData" part of the file:
change this:
stateSequence[3] = "Fire";
to this:
stateSequence[3] = "Shoot";
And any other animations, you may find some are "shoot" but you can just change that in the animation defining script.
Hope it works ok for you. I was a bit quick, if you have any questions you can contact me though the e-mail in my profile, I have nothing to do with the making of that pack by the way.
07/20/2006 (1:23 am)
looks very nice.To get the weapons in to the "soldiers hands" from the Modern Weapons Pack.
Go in to your weapon script and change any referrences from "shapes/crossbow/weapon.dts" to "shapes/m16/w_m16a.dts" or where ever the file is located.
And then it should load up the shapes.
For the animations, at the top of the weapons file you have to include in the .cs file:
exec("~data/shapes/m16/w_m16.cs");
Then in some of the weapon script files have errors refering to the wrong file name so check that. The M-16 one seems fine from a glace.
Then you need to use the same names in your weapon script file as in the animation defining script file (the one you included above). This is in your "ShapeBaseImageData" part of the file:
change this:
stateSequence[3] = "Fire";
to this:
stateSequence[3] = "Shoot";
And any other animations, you may find some are "shoot" but you can just change that in the animation defining script.
Hope it works ok for you. I was a bit quick, if you have any questions you can contact me though the e-mail in my profile, I have nothing to do with the making of that pack by the way.
#3
But this is what I did.
First I copy-pasted w_m16a from the content pack folder to my project folder located in example/battleforce/data/shapes
I deleted the 3 folders in w_m16a as I figure those are just for the source files.
Now my shapes/w_m16a has these files in it:
bunch of .dsq files
w_m16.cs and materials.cs
the textures
the dts
Thats how my directory is setup.
----------------------------------------
Now this is what I did to try and get the character to spawn with the gun:
added
exec("./w_m16.cs");
to the game.cs file in my server/scripts folder
added
add maxInv[w_m16] = 1; and maxInv[w_m16Ammo] = 100;
to my player.cs file in server/scripts folder
(also copy-pasted w_m16.cs into my scripts folder just to see if that world work)
changed
%player.setInventory(Crossbow,1);
%player.setInventory(CrossbowAmmo,10);
%player.mountImage(CrossbowImage,0);
to
%player.setInventory(w_m16,1);
%player.setInventory(w_m16Ammo,100);
%player.mountImage(w_m16Image,0);
I must be doing something terribly wrong.
07/20/2006 (2:33 am)
I'm not sure if I got the directories correct or what it is..But this is what I did.
First I copy-pasted w_m16a from the content pack folder to my project folder located in example/battleforce/data/shapes
I deleted the 3 folders in w_m16a as I figure those are just for the source files.
Now my shapes/w_m16a has these files in it:
bunch of .dsq files
w_m16.cs and materials.cs
the textures
the dts
Thats how my directory is setup.
----------------------------------------
Now this is what I did to try and get the character to spawn with the gun:
added
exec("./w_m16.cs");
to the game.cs file in my server/scripts folder
added
add maxInv[w_m16] = 1; and maxInv[w_m16Ammo] = 100;
to my player.cs file in server/scripts folder
(also copy-pasted w_m16.cs into my scripts folder just to see if that world work)
changed
%player.setInventory(Crossbow,1);
%player.setInventory(CrossbowAmmo,10);
%player.mountImage(CrossbowImage,0);
to
%player.setInventory(w_m16,1);
%player.setInventory(w_m16Ammo,100);
%player.mountImage(w_m16Image,0);
I must be doing something terribly wrong.
#4
07/20/2006 (5:55 am)
@Mark - without looking at the console.log file, is difficult to know what the problem is. Get my MSN id from my profile and send me a message. I can take a look at the console.log file for you and point out any problems.
#5
07/20/2006 (10:33 am)
Looks really great. How's the collision with the RTS environment pack in an FPS situation?
#6
From the shots, it looks like Mark used the FPS demo levels I included in the content pack, so the objects in those levels should have they most complex collision (in included 2-3 versions of many items in the pack, with differing levels of complexity to the collision so that the end used could pick the most efficient one for their needs).
Mark, I would be very interested in any feedback on the content pack, email me any time.
07/20/2006 (11:26 am)
@Matt,From the shots, it looks like Mark used the FPS demo levels I included in the content pack, so the objects in those levels should have they most complex collision (in included 2-3 versions of many items in the pack, with differing levels of complexity to the collision so that the end used could pick the most efficient one for their needs).
Mark, I would be very interested in any feedback on the content pack, email me any time.
#7
07/20/2006 (9:35 pm)
Holy Shazbot! Those are awesome guns!
#8
look at the script file you added with:
exec("./w_m16.cs");
is this a weapon file or does it just talk about the animations and is the file you got with the pack?
Because the pack doesn't come with the script files for your weapon to be fired etc only for the animations.
w_m16.cs stays in your shape/weapon folder as it discribes the animations for that model.
You should have a crossbow.cs script file edit that like I mentioned before.
07/21/2006 (6:20 pm)
mark you also need new weapon script files.look at the script file you added with:
exec("./w_m16.cs");
is this a weapon file or does it just talk about the animations and is the file you got with the pack?
Because the pack doesn't come with the script files for your weapon to be fired etc only for the animations.
w_m16.cs stays in your shape/weapon folder as it discribes the animations for that model.
You should have a crossbow.cs script file edit that like I mentioned before.
#9
07/22/2006 (10:00 pm)
Edward is absolutely right. You're executing a script with just sequences. 
Torque 3D Owner Todd Pickens
Makes me want to do a modern content pack, I'll get to it one of these days.
Make a Winchester rifle and you would fit right in the environment pack I am finishing up :O)