Texture/model piece replacement
by Robert Doyle · in General Discussion · 07/07/2005 (4:06 pm) · 3 replies
Is it possible to replace textures on models?
Is is possible to replace pieces of models? (such as showing damage on a door or fender of a car.)
Is it possible to have unrendered pieces, which you can turn off and on? (kinda like the first)
Detach pieces of a model, and apply physics to that piece?
Is is possible to replace pieces of models? (such as showing damage on a door or fender of a car.)
Is it possible to have unrendered pieces, which you can turn off and on? (kinda like the first)
Detach pieces of a model, and apply physics to that piece?
About the author
#2
Does Torque support impact related deformation of a mesh(vehicle mesh).
Will it support a common, or one of several common internal detail interfaces on vehicles eye view? (cars generally look one way, trucks another, or beter yet, can we have seperate detail meshes for the eye view such as Need for Speed did a while back? If that is so... how does that affect video performance? having a 1500 or so poly car, and a 800 poly interior, but neither showing at the same time?
07/08/2005 (10:09 am)
Next couple of questions:Does Torque support impact related deformation of a mesh(vehicle mesh).
Will it support a common, or one of several common internal detail interfaces on vehicles eye view? (cars generally look one way, trucks another, or beter yet, can we have seperate detail meshes for the eye view such as Need for Speed did a while back? If that is so... how does that affect video performance? having a 1500 or so poly car, and a 800 poly interior, but neither showing at the same time?
#3
07/11/2005 (2:55 pm)
You cannot have a seperate detail interiorized car, seperatly.. not in stock TGE.
Associate Matt Fairfax
PopCap
You can mount separate models together and swap out the pieces on the fly.
Yes - visibility animations
Yes - unmount the shape and create a RigidShape (physics driven) with the same shape in the same place
That is out of the box...some of it might be a bit funky but good enough for a prototype. To make it totally feel right would require a little bit of C++ coding (nothing too bad).