Plan for Willbkool
by Willbkool · 06/03/2004 (6:57 pm) · 11 comments
I've had Torque since March of last year, and am finally getting the hang of it.
My programming skills have increased greatly, partly because I'm getting a minor degree in CS, and of course from messing with Torque for over a year. I've added several resources and have been able to compile every time. My scripting was really picking up, and then Mr. Finney's fine book came out, and my scripting improved a lot more. :)
As I've had a lot of problems exporting player models in 3ds max, I've gone to Gamespace as my new modeling program, although most of what I've created has been done in Milkshape. As the exporter for it improves, especially if it is able to export .dsq's, it just might become my main modeling program again. You can't beat it for $25. But for now, it's learn Gamespace.
I've also bought many commercial models, so that I have stuff to experiment with, but I've extensively modified all of them either by lowering polys or raising them, depending on the count. My skins are still just programmer art, but I just bought the full version of Photoshop, and I am also really starting to learn to uv-map a bit, so I plan on improving my texture making skills. Next on the agenda is to learn QuArK, so I can make buildings and such. I've learned to take DEM's and make heightmaps for Torque with them, thereby making the terrain more realistic. Since my game is set in the desert, all I really need is a few buildings to complete the first map. Since my game is going to feaature infantry, I have enough models done, but minus good textures. As I'm currently learning animation, the "The Animator's Survival Kit" has been a godsend, shortening the learning curve a lot.
Well enough rambling for a first plan. Here's a pic of some screens.
forgive the programmer textures on most..................:)

And please no bashing because I'm doing yet another WWII fps. That's what I want to do, and no-one is going to talk me out of it. I plan on upping the realism to new highs, and I don't care about high sales, as I've always wanted to make a WWII game since childhood, and now Torque gives me the ability to do that.
My programming skills have increased greatly, partly because I'm getting a minor degree in CS, and of course from messing with Torque for over a year. I've added several resources and have been able to compile every time. My scripting was really picking up, and then Mr. Finney's fine book came out, and my scripting improved a lot more. :)
As I've had a lot of problems exporting player models in 3ds max, I've gone to Gamespace as my new modeling program, although most of what I've created has been done in Milkshape. As the exporter for it improves, especially if it is able to export .dsq's, it just might become my main modeling program again. You can't beat it for $25. But for now, it's learn Gamespace.
I've also bought many commercial models, so that I have stuff to experiment with, but I've extensively modified all of them either by lowering polys or raising them, depending on the count. My skins are still just programmer art, but I just bought the full version of Photoshop, and I am also really starting to learn to uv-map a bit, so I plan on improving my texture making skills. Next on the agenda is to learn QuArK, so I can make buildings and such. I've learned to take DEM's and make heightmaps for Torque with them, thereby making the terrain more realistic. Since my game is set in the desert, all I really need is a few buildings to complete the first map. Since my game is going to feaature infantry, I have enough models done, but minus good textures. As I'm currently learning animation, the "The Animator's Survival Kit" has been a godsend, shortening the learning curve a lot.
Well enough rambling for a first plan. Here's a pic of some screens.
forgive the programmer textures on most..................:)

And please no bashing because I'm doing yet another WWII fps. That's what I want to do, and no-one is going to talk me out of it. I plan on upping the realism to new highs, and I don't care about high sales, as I've always wanted to make a WWII game since childhood, and now Torque gives me the ability to do that.
#2
-Ron
06/03/2004 (7:29 pm)
Is that a camel or a sick dinosaur ;) just kidding, great job so far! Keep up the good work and don't let anyone stop you from accomplishing your dream!-Ron
#3
06/03/2004 (7:31 pm)
Are those image based health bars?
#4
06/03/2004 (7:46 pm)
Keep up the good work!
#5
And I *WISH* my programmer art was that good.
06/03/2004 (8:47 pm)
Keep up your attitude! If you are going to do a WWII game that's different / better / cooler from the rest of them out there... do it. There's always room for another great game, no matter the genre.And I *WISH* my programmer art was that good.
#6
06/03/2004 (9:18 pm)
If that's programmer art, it's damn fine ;) Only thing I have even found to nitpick is on the lighting - but that can be fixed easily. Great job so far.
#7
The bars are just the standard health and energy, and an added morale bar. They were moved and resized is all, otherwise straight from the demo script.
06/03/2004 (9:22 pm)
The figure and camel and MP40, yes it's a camel ;), is commercial, and not my art, the rest is though, my texture work that is. The MP40(~2000 polys) is from Turbosquid, and was well worth the $40. Took me lots of hours to make that sFH18 150mm gun. It's 2173 polys, and as detailed as it's gonna get for now. The vehicles are all around 2500- 4000 polys.The bars are just the standard health and energy, and an added morale bar. They were moved and resized is all, otherwise straight from the demo script.
#9
06/04/2004 (4:29 am)
Negative Greg, not as yet. You guys at GL are my idols, that's how I found Torque.
#10
Maybe someday I'll have time to mess with one.
Yours looks cool tho! :) keep it up! torque is PERFECT for this. You could easily make something akin to a battlefield style game but with more "realism".
06/04/2004 (5:49 am)
You know, I've ALWAYS wanted to make a war game. I dont know if I'd go for a turn-based one, or something in between (always wanted to do a huge tank battle).Maybe someday I'll have time to mess with one.
Yours looks cool tho! :) keep it up! torque is PERFECT for this. You could easily make something akin to a battlefield style game but with more "realism".
#11
11/25/2005 (12:00 pm)
Hey man looks good... how its works out for ya
Torque Owner Stephen Clark
-s