Vehicle Setups Etc
by Bill Allan · in General Discussion · 08/28/2010 (2:46 pm) · 1 replies
Been modding for sometime now and decided its time to step up to a game. Been looking around at various engines and so far Torque seems to fit the bill for the concept.
Vehicle combat set in medium/large open terrains. (Think Carmageddon/IS82)
Before parting with my money I wanted to ask whats involved with adding vehicles ingame. I was trying the UDK but taking a vehicle from max and getting it in game is a nightmare. UDK doenst really lend itself to large open terrains either.
http://www.bigkidcreations.com
Vehicle combat set in medium/large open terrains. (Think Carmageddon/IS82)
Before parting with my money I wanted to ask whats involved with adding vehicles ingame. I was trying the UDK but taking a vehicle from max and getting it in game is a nightmare. UDK doenst really lend itself to large open terrains either.
http://www.bigkidcreations.com
Associate Michael Hall
Distracted...
- All vehicles will need camera, mount, and eye nodes
- Wheeled vehicles will need nodes setup for springs/wheels. Wheels are separate models and are added in-game to these nodes.
- Hover & FLying vehicles will need jet/exhasut nodes
- Each unique vehicle will need it's own datablock (which is a set of properties that define the behavior of an object) in order to be used.
Check out the Artist section in the Online Documentation for (possibly) a few guides/tutorials. The relevant engine section *should* also give the names for these needed nodes, and you find some of this information on TDN (link found on Doc landing page) also.