Game Development Community

Free Soldier Model

by Will Harrison · in Game Design and Creative Issues · 11/22/2004 (10:57 am) · 23 replies

Free Soldier Model:

img.photobucket.com/albums/v454/gxbiohazard/plyr.jpg

This is a 2,547 polygon player model that works in-game. Simply overwrite the player.dts file in the Torque FPS demo and, of course, include the texture map in the same folder (one 512x512 map).

Flash Page
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Enjoy!
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#1
11/22/2004 (11:09 am)
Nice, thought you were selling this as part of a pack ?
#2
11/22/2004 (11:30 am)
Wow, thanks! works great, looks great!
#3
11/22/2004 (2:10 pm)
Nice!

ive popped him into my art testbed as he looks a lot more at home holding my new gun than an Ork! :D
#4
11/22/2004 (6:54 pm)
@Shawn, I will have a "improved" version in the pack, as well as other models.

@Dirk, thanks!

@Roger, could you post a small pic here? Would love to see it with the gun...
#5
11/29/2004 (11:43 am)
@Will: Just wanted to let you know that we used this model in the RTS-SK Community "resources, buildings, and villagers" add-on package--thanks again!

P.S. where there any animations in the basic freebie model? I'm clueless when it comes to art stuff, so maybe I just didn't set up the play thread stuff right!
#6
11/30/2004 (4:35 pm)
Hi Stephen :)

The model is using the same basic skeleton as the demo's orc player, so it "adapts" to the existing orc animation sets that come with your demo. I didn't make any animations myself for this particular model.


This is where the files should be placed:

C:\torque\example\starter.fps\data\shapes\player

There is a file in that folder named "player.dts." That's the one you want to overwrite. After that you should be able to run the demo like normal and the new player model should appear, completely interactive with all the existing animations.

If you're not seeing the animations/threads in the viewer tool, it's probably because the corresponding .dsq and .cfg files are not in the same folder. Just make sure all the files are together in the same folder and you should see the animations no problem.
#7
11/30/2004 (4:41 pm)
Ok sounds great, I'll look into the .dsq files specifically, and also see if we're actually handling the start of the animations themselves.

Thanks again!
#8
11/30/2004 (5:06 pm)
Quote:@Will: Just wanted to let you know that we used this model in the RTS-SK Community "resources, buildings, and villagers" add-on package--thanks again!


Where's this?
#9
11/30/2004 (5:26 pm)
Cameron - in the rts private forums . you have to be an rts sdk owner to subscribe

Will - Great model. I used him for a few tests of the rts pack when i first got it :)

www.illumina-game.com/forum/download.php?id=371

www.illumina-game.com/forum/download.php?id=372

Sadly hes being replaced :

www.illumina-game.com/index.php/mod/gallery/file/display/image/111?asc=&sort=i.a...
#10
11/30/2004 (5:27 pm)
Oh goody! :P
#11
12/05/2004 (9:45 pm)
Hey Ian,

Thanks for the picture links... :)

Your new soldier looks good! ...except his head looks a bit out of proportion... otherwise, its a good replacement.
#12
12/19/2004 (7:45 am)
Thanks will

nice model , im going to check him out on my game

Firstshot
www.spywarehospital.com
#13
12/29/2004 (12:04 am)
... Great job... And making it for free makes it even better...
#14
07/05/2006 (5:23 pm)
Very nice model! Infact, I liked it so much I made a SWAT texture for it:

img464.imageshack.us/img464/3127/playerblue9tk.jpg
-Okashira
#15
07/20/2006 (11:11 am)
So I hate to ask a dumb question here, but here it is. I was overjoyed to see this model, as I wanted to replace the orc model. I downloaded the model and put the new guy in my game and it works! I can actually change him quite a bit just with the skin, however I would also like to change the shape of his helmet a bit.

I'm looking at the source for the model (the milkshape file), and I don't see any kind of skeleton. Does it need one? In other words, if I modify the mesh and re-export to a dts, will I see my modified player model? I guess I don't see how it maps the mesh to the skeleton. I'm at work right now I only have an unregistered copy (no save/export) so can't try it out.
#16
07/20/2006 (11:40 am)
Quoting Will Harrison:
Quote:
The model is using the same basic skeleton as the demo's orc player, so it "adapts" to the existing orc animation sets that come with your demo. I didn't make any animations myself for this particular model.
#17
07/20/2006 (11:48 am)
Ah so it's doing automatic enveloping on the model then? So I imagine if I distorted the model too much, I'd start to see odd behavior on the animations. I'm pretty used to enveloping etc. in XSI for Half-Life 2 etc. but the whole DTS thing is sorta new to me.
#18
07/20/2006 (1:12 pm)
Here he is in all his reskinned glory...

www.fsl.orst.edu/lemma/gnnviz/images/Torque/forester_model_in_game_back.jpg
Gotta get rid of those monster hands and that gas mask though! Ah and change the helmet into a hardhat.

This is part of a forest visualization project I'm doing at Oregon State University.
#19
10/12/2006 (12:58 pm)
Anyone have the .obj or .3ds? I dont know how to get him into blender.


Thanks
Joseph
#20
10/12/2006 (1:05 pm)
Use MilkShape to export the model in the format you want. If you want the animations (dts) I think your out of luck since the source wasn't released.
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