Battle of The Bots - Who would you want?
by Britton LaRoche · in General Discussion · 08/23/2004 (10:59 am) · 29 replies
Just playing around with some modeling. Using a segmented model is a piece o cake. I'm planning on releasing a content pack next week with 3 bots a weapon and a step by stp guide on how to do this yourself.
Which would you rather have.. I mean if you had $300.00 in cash burning a hole in your pocket for game development which one would you buy and why?
Go ahead and be honest. I have no ego involved on this since I have no real tallent or time invested and I'm just having fun.

Get more info on the whole concept here
I know personally I'd prefer the good looking droid if it were possible to get him working in the TGE. But its not possible, probably not ven with doom3.
Which would you rather have.. I mean if you had $300.00 in cash burning a hole in your pocket for game development which one would you buy and why?
Go ahead and be honest. I have no ego involved on this since I have no real tallent or time invested and I'm just having fun.

Get more info on the whole concept here
I know personally I'd prefer the good looking droid if it were possible to get him working in the TGE. But its not possible, probably not ven with doom3.
#22
Anyway, you can even animate the rotation of the bot's mount point to animate like the arm would, and if the arm is connected it'll look natural (well, you'd have to figure out the elbow-joint animation if you wanted any.)
That makes me wonder, is there any limitation on mounting objects to mounted objects? You could effectively shoot apart the entire arm pieces by piece if so...
08/23/2004 (7:56 pm)
I think the different mount points are fairly arbitrary, aren't they? I mean a given mount node (say, mount1) is just referenced in script as a connection point. If I didn't have flags (or vehicles or whatever), I could just as easily use the next mount point numerically available. Or is there some hard-coded reference in the engine?Anyway, you can even animate the rotation of the bot's mount point to animate like the arm would, and if the arm is connected it'll look natural (well, you'd have to figure out the elbow-joint animation if you wanted any.)
That makes me wonder, is there any limitation on mounting objects to mounted objects? You could effectively shoot apart the entire arm pieces by piece if so...
#23
08/23/2004 (8:03 pm)
Or maybe the head and legs too... we could pop off the head so you see your body running around still shooting... like a chicken with its head cut off... runn back ward etc.. to pick up your head again... or the other bot could steal it and run away with it.
#24
08/23/2004 (8:03 pm)
We'd need to mount the eye and cam to another mount point with the head.
#25
08/23/2004 (8:05 pm)
But that would be great... then could play keep away with the head... toss it and catch it beween team members... get score points etc.. pop the head in a goal post and score like ctf... just many heads to score with. New game type... lots of fun.
#26
08/23/2004 (8:11 pm)
But that would be great... then could play keep away with the head... toss it and catch it beween team members... get score points etc.. pop the head in a goal post and score like ctf... just many heads to score with. New game type... lots of fun.
#27
08/24/2004 (3:15 am)
Btw, Britton, small question. 500 polygons you say, according to the max polygon counter? or did you check using the show tool?
#28
08/24/2004 (11:06 am)
Well since I'm new to this modeling thing I was looking in Max, they had wto numbers vertices and faces. I'm assuming faces is equivalent to polys. I'll take a look at the show tool and see what it says.
#29
Break out the TSE and see how far you can push it.
08/24/2004 (4:30 pm)
Start making those 795,897,321 poly models, and create normal maps from them to apply to 2,000 poly models. I'd love to see the results. :)Break out the TSE and see how far you can push it.
Torque Owner Britton LaRoche
Still that is the way to go. Because you can now mix and match arms