Hiding parts of the player model
by Justin Mette · in Torque Game Engine · 01/30/2002 (4:40 pm) · 32 replies
I've recently started researching how to programmatically hide/show parts of the player model - like the head or the arm, for instance. Initial investigation left me thoroughly confused so I thought I'd tap the forums. Any suggestions out there on how this might be accomplished (or started)?
Thanks in advance,
Justin Mette
21-6 Productions
Thanks in advance,
Justin Mette
21-6 Productions
#22
PS. Isn't this stuff a blast!
02/02/2002 (7:59 am)
Ok, you guys are freaking me out a little by calling me "Mr. Mette" - lol. Really, you can call me Justin :)PS. Isn't this stuff a blast!
#23
Yes, coding torque is great fun. :) I would be glad to help you on this, but I fear that my work would overlap yours... is there any way around this that you can think of? Maybe you could post a specific task for the rest of us? Or you could just keep going on your own, as you seem to be doing perfectly fine.... :)
02/02/2002 (9:29 am)
If there is anyone I have considerable respect for in this community besides the GG guys, it would be you Justin (and your team of course). You guys really have your act together, and if I hadnt already been making my game when I first saw you guys, I would have begged to join... :)Yes, coding torque is great fun. :) I would be glad to help you on this, but I fear that my work would overlap yours... is there any way around this that you can think of? Maybe you could post a specific task for the rest of us? Or you could just keep going on your own, as you seem to be doing perfectly fine.... :)
#24
As far as further work on this topic, I have taken the knowledge posted above and started to incoporate it into Myrmidon as appropriate for the game. In other words, I'm not sure there is a straight-forward implementation for all to share - its kind of game specific how the node visibility code can be used. Not sure that makes much sense?
It might be simpler with a question. What further "how-to" questions do people have about this topic?
02/02/2002 (10:32 am)
Thanks Josh - I'm blushing :) There are definately some great teams here, including Insomniac Studios. I can't wait to start playing some of these games.As far as further work on this topic, I have taken the knowledge posted above and started to incoporate it into Myrmidon as appropriate for the game. In other words, I'm not sure there is a straight-forward implementation for all to share - its kind of game specific how the node visibility code can be used. Not sure that makes much sense?
It might be simpler with a question. What further "how-to" questions do people have about this topic?
#25
Thanks for the help Justin! I have a lot to learn about the TGE!
Scott
02/02/2002 (11:40 am)
I'm embarrassed to say this, but I don't know where the shapeBase file to modify is exactly.(Pathetic, huh :) I assume you mean the shapeBase located in C:\torque\engine\game but I wanted to be sure.Thanks for the help Justin! I have a lot to learn about the TGE!
Scott
#26
02/02/2002 (11:42 am)
That's the one.
#27
If you want, I could start writing one now... or I could wait until you have it implemented in your code, and maybe if you just made a list of your code changes, I could wade through it, implement it, and make a tutorial out of it. What do you think?
02/02/2002 (1:46 pm)
Well, I think that ALOT of people could use it for what you are using it for Justin (the model-switching). I think that it would make a nice, advanced tutorial, and would save everyone from having to implement it themselves.If you want, I could start writing one now... or I could wait until you have it implemented in your code, and maybe if you just made a list of your code changes, I could wade through it, implement it, and make a tutorial out of it. What do you think?
#28
Get these guys off my back, especially Schaefer! :)
Heh heh heh, just playin' around..
Scott
02/02/2002 (3:30 pm)
Plan for Myrmidon, Phase 2 week 13...Get these guys off my back, especially Schaefer! :)
Heh heh heh, just playin' around..
Scott
#29
Justin
02/05/2002 (6:11 am)
I'll try to get some time to write up how we implemented it this week. I took a few shortcuts in our approach (like replacing the InvicibleMask in the packet update code with one for node visibility) but the information may be useful to others, as you mention.Justin
#30
02/06/2002 (10:55 am)
Right-o. I wrote a tutorial on this subject and posted it. It has yet to be approved so keep an eye out for it. Let me know if anyone has any problems with it.
#32
02/07/2002 (2:19 pm)
Wow, thanks ALOT! :)
Torque Owner Josh Albrecht
Thank you very much for finding that code Mr. Mette... It will be extremely useful. :)