Game Development Community

Shotguns, Vehicles, and Headaches

by Okashira · 12/13/2006 (11:14 am) · 14 comments

img502.imageshack.us/img502/7261/bigshotgunqr4.pngThe 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.

#1
12/13/2006 (12:16 pm)
Gotta say, that's a mighty big rifle ya got there, pardner. I think that must be what my grandpa used to call an "elephant gun". :-)

Nice job, though! Welcome to the world of DTS import. You have a headache, you say?
#3
12/13/2006 (12:33 pm)
@Chris
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...
img510.imageshack.us/img510/5723/torquemeetsquake2so7.png
Thanks,
Okashira
#4
12/13/2006 (12:52 pm)
It seems Kork has joined the French Foreign Legion...
img508.imageshack.us/img508/4778/fflegionkorkjb3.png
#5
12/13/2006 (1:29 pm)
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?
#6
12/13/2006 (1:33 pm)
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.
#7
12/13/2006 (2:13 pm)
I second the motion of releasing Kork in an indie-able 3D modeler format (like Milkshape!)
#8
12/13/2006 (2:29 pm)
@Tom
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... :)
#9
12/13/2006 (6:41 pm)
Fifteenth Badge attempt

Yipee, nice one Okashira, finally got it working :)
#10
12/13/2006 (8:09 pm)
Isnt that the good ol Quake2 shotgun?
#11
12/14/2006 (6:29 am)
yeh q2 rox! btw getting the vehicle in your game is simple just copy over the starter.racing car.cs, and exec it in game.cs. Then you might have to set up mounting.
#12
12/14/2006 (6:49 am)
or you can buy the tank pack or other packs;)

anyway, yea, thats the quake II shotgun :O
#13
12/14/2006 (10:05 am)
@Okashira
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.
#14
12/14/2006 (12:03 pm)
@David Blake
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