Game Development Community

dev|Pro Game Development Curriculum

Neptun Pack1 - the first 3 models

by D Fasel · 11/12/2012 (5:00 pm) · 11 comments

Hello everyone, I did prototype a underwater world, for a friend, some years ago. Now i just got the idea to make a kit with AI creatures for a such world.

This Pack will also have rocks and underwater plants. The first 3 models i made been an Dolphin, an Manta, and an Jellyfish. I think the next creature will be an Shark. What do you think you would like to see in that pack? I will make a playable demo mission, like it have in all Game3d pack's. I also will make water plants and rocks for the environment. I use UAISK for the AI code to get the models life. All AI models will get a weapon system so opponent's get damaged. In the movie below you only see a test with the 3 first models of the Neptun Pack 1. They don't make damage at the moment.



Thank you for your time. Comments or ideas and wishes to this pack, are more as welcome :)

About the author

Working in the team of Winterleaf Entertainment as an Lead Level Designer and Environmental Artist. Selling content and art packs ready for T3D at my shop www.game3d.ch/shop


#1
11/13/2012 (5:51 am)
Nice job! We need more animal packs and things like that available for Torque.

Ron
#2
11/13/2012 (6:56 am)
Ron, I have a question to you. Can you send me a Mail to (game3d at game3d dot ch), so i can mail to you back? would be very nice!
Thanks Ron.
#3
11/13/2012 (7:14 am)
Looking good Daniel - I already have standard sharks in my game, would be good to compliment these with maybe hammer head sharks, some warm water fish and coral.
#4
11/13/2012 (7:17 am)
Sent an email to you......


Ron
#5
11/13/2012 (8:03 am)
@ Jules: Oh nice idea! I was thinking to make a standard shark, but now it will be more like your suggestion:) also like the coral idea.
#6
11/14/2012 (12:03 am)
Very cool, I especially like your take on the jelly fish. Not really needing a marine animal pack for my current project, but still quite impressive, maybe when you're done I'll have need for it :P

Anyone know where I could pick up some semi-realistic wolves?

lol... Man, if you include a whale with this thing, that would be something :P People like you, are the reason I still have hope that Torque 3D will stay relevant against the onslaught of the Unity band wagon. Keep up the great work :)
#7
11/14/2012 (4:11 am)
@ William: The whale is on the plane :) I start to make the hammer head shark, but this beast will get a lot work. I also like the Jellyfish. I'm thinking to make more of thus.
#8
11/14/2012 (12:19 pm)
If you dont mind sharing how you got UAISK to do the 360 movement. everytime I tried to use it for a fish, the fish would just go to the bottom and go along the terrain.

my email is info @ ducksden dot com as I have some aquatic models that i would be willing to trade for the info :)
#9
11/14/2012 (10:31 pm)
@ Donald: I changed noting at the UAISK! Except the AI data blocks for the creatures. But this data blocks are just standard blocks cloned from the demo player.

Maybe you have a root node in your model? This maybe make the model going to the ground. But not sure, I have to test this.

Edit:
For the moment, This way an AI Data block looks in the pack:

datablock PlayerData(Dolphin : DefaultPlayerData)
{

shapeFile = "art/shapes/neptun/dolphin/dolphin.dts";

//All values can be commented out if you wish
//If you get rid of them, the bot will just use the same values as the player

maxDamage = 100;
maxForwardSpeed = 14;
maxBackwardSpeed = 13;
maxSideSpeed = 13;

swimBoundingBox = "0.5 1.8 0.6";

//AI specific values that can be set for this datablock
//These values can be overridden by the spawn marker,
//but these values override the defaults
Weapon = "RocketLauncher";
respawn = true;
behavior = "GuardBehavior";
maxRange = 25;
minRange = 0;
distDetect = 50;
sidestepDist = 10;
paceDist = 6;
npcAction = 0;
spawnGroup = 1;
fov = 200;
leash = 35;
cycleCounter = "5";
weaponMode = "pattern";
activeDodge = 1;
advancedDodge = "Random";
team = 2;
realName = "Bot";
countRespawn = 0;

//Set the bot's inventory so it can use different weapon

maxInv[Lurker] = 1;
maxInv[LurkerClip] = 200;

maxInv[LurkerGrenadeLauncher] = 1;
maxInv[LurkerGrenadeAmmo] = 200;

maxInv[Ryder] = 1;
maxInv[RyderClip] = 100;
};

Noting special in that!
#10
11/15/2012 (3:56 pm)
Thanks, I will take a look at things and try again.

#11
11/16/2012 (7:05 am)
That is very cool, Daniel. This will actually go well with the temple pack I think. Good work, and thanks for the preview.