Game Development Community

Multi seat vehicle

by Edward Gardner · in Torque Game Engine · 08/20/2001 (3:51 pm) · 9 replies

Is that also all scripted?

Or do I have to do something special to the model to make it a multi seater?

#1
08/20/2001 (5:04 pm)
It is scripted but you need to add new mount point to the model to get it to work. Not sure how to do that. Er, by already scripted I meant that it is in the vehicle.cs file from Tribes II and the appropriate vehicle_*.cs file
#2
08/21/2001 (8:02 am)
Anyone?

I think I can work thru my milkshape issues, and I am enlisting the help of a modeller, but about these mount points?

Thanks :)
#3
08/21/2001 (9:25 am)
Matt Fairfax (yes I remeber his last name now.. :) is releasing a tutorial on this soon he said. Stay tuned! :)
#4
08/22/2001 (8:01 am)
Finally got a working vehicle model in the engine. But my guy floats below it, looks like in the centerplane of the model (the actual model needs to be adjusted down into the centerplane).

now, to patiently wait, errr, go find Matthew (and I am guessing Fairfax?) :)
#5
08/22/2001 (11:23 am)
You need to add mount point nodes into the shape (probably max dummy nodes?). I believe they are simply called "mountN" where N is 0 to 32. You specifiy which mount point to use in the scripts, 0 is normally the driver.
#6
08/22/2001 (11:25 am)
I'll look at the Milkshape equivalent, see what I can see.

Thanks :)
#7
08/23/2001 (3:44 pm)
Tim is right, now if I could just get the dts exporter to work with 3dmax I will be happy
#8
08/24/2001 (12:04 am)
Is anything happening with the 3DMax exporter? I've just downloaded the T2 exporter to try that, but I'd prefer to use the supplied gear.

Is there actually a problem with it? I thought I read somewhere that it shipped with known issues, but I can't remember where. Or is the problem localised to a few cases?

-Jason
#9
11/11/2001 (1:50 pm)
Ahhh hahhh, here it is.

Looks like "joints" is the MS equivalent.

sou a named joint called mount0 would be the driver seat.

Excellent.