Model/Weapon/Vehicle composite object complexity
by David R. Green · in Torque Game Engine · 08/19/2001 (1:34 pm) · 2 replies
Hmmm... sort of a tough idea to get across in a short topic name, and my question may be a bit nebulous... :-)
How are the composite model objects in V12/T2 managed?
In other words, some of the objects such as the turrets, camera, health kit are comprised of the base model with additional "moving parts".
However, I don't believe there are any models that are comprised of a base model with transparency areas showing additional internal mesh objects (correct me if I am wrong).
We are finalizing our in-house discussion on purchasing V12 to complete a game which was originally designed with the UT engine in mind, which allows for things such as individual mesh object animation *within* the model of a weapon (remember the low-poly bubbles swirling inside the tube of the unreal bio weapon?).
Can this "feature" be [easily] scripted or will this require some major coding mods? Or will we have to scrap our sketches for simpler designs?
The existing T2 engine does have some noticeable clipping and portal "problems" (this is not a V12 flame, UT's clipping and lighting is considerably better, but this is an apples-vs-oranges comparison). Will this be encountered trying to create composite models where meshes are inside of meshes and only visible through transparent areas?
I have noticed some bad clipping errors on T2 buildings that have transparent tinted windows -- angled views causes the interior objects and the tinted "window" to render improperly.
We aren't doing buildings though, this is concerning creating composite models such as weapons.
I hope you all understand what I am getting at...
Thanks,
David
How are the composite model objects in V12/T2 managed?
In other words, some of the objects such as the turrets, camera, health kit are comprised of the base model with additional "moving parts".
However, I don't believe there are any models that are comprised of a base model with transparency areas showing additional internal mesh objects (correct me if I am wrong).
We are finalizing our in-house discussion on purchasing V12 to complete a game which was originally designed with the UT engine in mind, which allows for things such as individual mesh object animation *within* the model of a weapon (remember the low-poly bubbles swirling inside the tube of the unreal bio weapon?).
Can this "feature" be [easily] scripted or will this require some major coding mods? Or will we have to scrap our sketches for simpler designs?
The existing T2 engine does have some noticeable clipping and portal "problems" (this is not a V12 flame, UT's clipping and lighting is considerably better, but this is an apples-vs-oranges comparison). Will this be encountered trying to create composite models where meshes are inside of meshes and only visible through transparent areas?
I have noticed some bad clipping errors on T2 buildings that have transparent tinted windows -- angled views causes the interior objects and the tinted "window" to render improperly.
We aren't doing buildings though, this is concerning creating composite models such as weapons.
I hope you all understand what I am getting at...
Thanks,
David
#2
David
08/19/2001 (4:58 pm)
Thanks Tim. I forgot about the SpinFusor, it is similar in concept to what we are doing.David
Torque Owner Tim Gift
Aggregate shapes can be built and animated in Max. The shapes can have multiple component meshes and multiple animation sequences. Moving parts, gun recoil, bubbling fusion containers, etc. All that is animated in Max, and controlled in the game from the scripting language. Many of the Tribes 2 shapes, especially weapons and turrets, are mult-mesh Max shapes. The T2 spinfuser weapon also has a translucent back with an internal spinning disk, which is similar to your bubble example.