Game Development Community

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
Page«First 1 2 Next»
#21
02/02/2002 (6:55 am)
Node names do not change on different detail levels.

Thank you very much for finding that code Mr. Mette... It will be extremely useful. :)
#22
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
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
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
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
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
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
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.
#31
02/06/2002 (12:47 pm)
Tutorial approved.
#32
02/07/2002 (2:19 pm)
Wow, thanks ALOT! :)
Page«First 1 2 Next»