Final Fantasy Tactics type game
by Arvin Villapando · in Torque Game Engine · 04/20/2005 (10:44 pm) · 4 replies
Hi,
I've asked this in the mapping forum, but no reply. I also needed a couple more questions about the TGE answered if possible.
1) Can the Torque map editor be configured to build maps for "isometric" games. Basically just to cut up a map into grid squares, and make sure all game objects fall into grid squares.
2) I think Torque currently does not do motion blending i.e. tweening between two shapes. Will TSE have any support for this at all?
That's about it for now. Thanks for the replies.
Arvin
I've asked this in the mapping forum, but no reply. I also needed a couple more questions about the TGE answered if possible.
1) Can the Torque map editor be configured to build maps for "isometric" games. Basically just to cut up a map into grid squares, and make sure all game objects fall into grid squares.
2) I think Torque currently does not do motion blending i.e. tweening between two shapes. Will TSE have any support for this at all?
That's about it for now. Thanks for the replies.
Arvin
#2
Thanks. That's actually all I needed to know. I don't think I'll need Ortho projection, but I'll take a look at the resource also. I'll hopefully have the torque source in my hands by tomorrow. Just pay and download right?
1. To add to the mapping question... Is there a way to do sharp cliffs? Maybe even in adjusting the source... I assume anything is possible. Right now when doing a cliff, it basically stretches the geometry. Is it possible to adjust it so that it extrudes it out rather than pulling it?
2. I should have been more specific. Actually what I was needing is blend shape, or morph target technology. As in vertex level animation. What I wanted was to set up a few morphs... like let's say a fat guy, and a skinny guy, and the user could morph in between to set the appearance of his character. I know this can be done with bones, but morphs would extend it out alot more. Especially on the face, as you'd need many bones to hit all the different facial features.
Thanks for the answers though. That really covers alot.
04/21/2005 (9:19 am)
"You can set your terrain size and snap to it"Thanks. That's actually all I needed to know. I don't think I'll need Ortho projection, but I'll take a look at the resource also. I'll hopefully have the torque source in my hands by tomorrow. Just pay and download right?
1. To add to the mapping question... Is there a way to do sharp cliffs? Maybe even in adjusting the source... I assume anything is possible. Right now when doing a cliff, it basically stretches the geometry. Is it possible to adjust it so that it extrudes it out rather than pulling it?
2. I should have been more specific. Actually what I was needing is blend shape, or morph target technology. As in vertex level animation. What I wanted was to set up a few morphs... like let's say a fat guy, and a skinny guy, and the user could morph in between to set the appearance of his character. I know this can be done with bones, but morphs would extend it out alot more. Especially on the face, as you'd need many bones to hit all the different facial features.
Thanks for the answers though. That really covers alot.
#3
You would have to massage the code to allow for vertex-level manipulation of DTS objects. There are several threads on it, but I don't remember seeing a definitive resource for it. If you work your bones correctly, then the resource should let you have a big head, small body, etc. But that's as I see the resource. You don't have to have a done-per-vertex unless you want them to be able to make their noses long or their ears huge and malformed. For shaping body parts, the bone resource should be fine (at least from the looks of it).
04/21/2005 (10:33 am)
Cliffs have been implemented in terrain, but I've found it easier to do as DIF's.You would have to massage the code to allow for vertex-level manipulation of DTS objects. There are several threads on it, but I don't remember seeing a definitive resource for it. If you work your bones correctly, then the resource should let you have a big head, small body, etc. But that's as I see the resource. You don't have to have a done-per-vertex unless you want them to be able to make their noses long or their ears huge and malformed. For shaping body parts, the bone resource should be fine (at least from the looks of it).
#4
04/21/2005 (1:14 pm)
Thanks David. That answers it... hopefully torque by tomorrow (pay day)
Employee David Montgomery-Blake
David MontgomeryBlake
2. Tweening is such an animation and game specific request that it would be nearly impossible to add to the engine in such a way to make everyone happy. But, you can swap shapes easily, and using the bone modification resource, you could animate your bones enoguh to appear to change. Combining these two techniques, you could create a "tweening" effect. This is of course, if you're looking at moving between two shapes (as in a werewolf transformation). If you simply meant "tweening" in the traditional animation sense, then you can blend animations for the same model together. With work, you could blend animations and swap datablocks and then blend more animations to create a rather impressive change sequence in something like a werewolf transformation. It would take a LOT of work, though.