Game Development Community

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

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#1
08/28/2010 (5:50 pm)
Proper hierarchy and setup of nodes for vehicles to be used in the engine. Once you get that part it's fairly easy. The tedious part is tweaking the datablock values to get a vehicle that performs how you want it.

  • 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.