Game Development Community

Plan for Midhir

by Jesse (Midhir) Liles · 11/08/2005 (4:35 am) · 7 comments

Shooting at things is fun, but not without something to hide in, on, behind, under, etc. So I busted open CShop and made a couple of shops, a factory, and an office building. They aren't terrifically cool, but they are mine. They need a whole lot of detail work before they're done but they work as cover for now. The glass is a DTS with a transparent material.
i15.photobucket.com/albums/a382/midhir/buildings1.jpg

I also found a free glock 17 model on TurboSquid (http://www.turbosquid.com/FullPreview/Index.cfm/ID/204360). I turned it into a useable Torque weapon but I'm a bit fuzzy as to where the muzzlepoint, mountpoint, and ejectpoint need to be attached to work properly I might just have my .cfg file fubared. I even made the gun semi-auto, I was very proud of myself. Maybe a little too proud. You can see here how the soldier thought he was so incredibly cool with his new Glock that he could catch a bullet with his bare hand:
i15.photobucket.com/albums/a382/midhir/soldier/shootMyHand.pngI really do need to learn how to get multiple root/look animations in for different weapon types.


I've found a glitch I'm not sure whether it's a bug, a feature, operator error, or some combination thereof: i15.photobucket.com/albums/a382/midhir/shadowProblem.pngThis is the lighting pack 1.3.5 engine modifications/additions without the use of the light editor due to being implemented in a 1.4rc2 build, in a building using standard omni_lights placed in Cartography Shop+Torque Pipeline. As you can see the soldier is well below the shelf above him but his shadow is rendered onto the top of it. Odd.

#1
11/08/2005 (6:10 am)
"...I'm a bit fuzzy as to where the muzzlepoint, mountpoint, and ejectpoint need to be attached to work properly I might just have my .cfg file fubared."

Nice :)

The mountpoint is where it attatches to his hand(s). The Muzzlepoint is where the projectile spawn/muzzle flash/particles if you use them can be spawned from (ie the gun's muzzle). The ejectpoint is where the shells come out if you have brass shell ejections.

-B
#2
11/08/2005 (7:51 am)
I like your work dude, why not get your own models?
anyways i like the shops, very cool, bustin glass wit a gun is always fun. :)
keep it up
#3
11/08/2005 (12:38 pm)
Thanks guys =)

I should mention, the glass isn't breakable yet as I haven't added any script for that. Right now they're just TSStatic objects. As for the nodes in the handgun, I know what they're _for_ I just don't know what part of the hierarchy to link them to to get them to work in-game. I really should make my own models, but my results suck, and this guy had an amazing glock 17 for free =)
#5
11/08/2005 (2:20 pm)
Quote:I really do need to learn how to get multiple root/look animations in for different weapon types.

Well the script of it is easy (http://www.garagegames.com/mg/forums/result.thread.php?qt=5861) it's the blend modelling that I don't understand how to do. I want to get that into my project as soon as possible, but haven't found much information on the modelling process of making multiple weapon holding positions.
#6
11/08/2005 (3:06 pm)
Catch a bullet with his bare hand! LOL