Help to create a player editor
by Corin · in Torque Game Engine · 09/30/2005 (3:19 am) · 7 replies
About the author
#2
Also the resource that allows you hide and show various body parts may work too.
However, according to Dreamer these two mods don't work well together in multi-player.
There is a very basic selection screen here.
There's also another mod for colorizing textures here, but I haven't tried it yet.
I'm using the custom shape mod, switching the model skins, and mounting objects (hair, etc.) and adding decals onto the player (eyes, tatoos, etc.).
It really depends on how you want to execute this.
But you probably know all of this, you've been on this site a while Juan. :)
Glad to see your still at it.
Ari
10/03/2005 (3:09 am)
The custom shape mod is one idea.Also the resource that allows you hide and show various body parts may work too.
However, according to Dreamer these two mods don't work well together in multi-player.
There is a very basic selection screen here.
There's also another mod for colorizing textures here, but I haven't tried it yet.
I'm using the custom shape mod, switching the model skins, and mounting objects (hair, etc.) and adding decals onto the player (eyes, tatoos, etc.).
It really depends on how you want to execute this.
But you probably know all of this, you've been on this site a while Juan. :)
Glad to see your still at it.
Ari
#3
10/03/2005 (12:08 pm)
I'm looking for the exact same thing.
#4
10/03/2005 (1:09 pm)
I am as well. It would be extremely appreciated to the entire community, I think, to post a Player Selection resource explaining how it all works and have everything necessary to get a working example going. (*cough* the guys at Illumina/Terra/Any other game that has selection implemented already) All I've found over the years are little bits and pieces, but never one that fully works.
#5
Couldn't you just use a basic layer for the skin and the additional layers for shirt, pants and socks?
Hats can be mounted on top of the head, while shoes too.
Bye, Berserk.
.
10/03/2005 (1:17 pm)
As far as I know, torque supports various skin layers out of the box.Couldn't you just use a basic layer for the skin and the additional layers for shirt, pants and socks?
Hats can be mounted on top of the head, while shoes too.
Bye, Berserk.
.
#6
It also has a seperate texture for each shade of skin, article of clothing, whatever. This will limit your players choices to what you make available, but it will keep the neon-green skins out of the game.
10/03/2005 (1:32 pm)
I know WoW has all the possible character 'attachments' built into each model, and just hides everything that isn't being used/shown. If you assign each body part to be shown to a bit, you can share what is shown or hidden with very little information actually being sent through the network. Two bytes could hole enough for a normal model's limbs easily.It also has a seperate texture for each shade of skin, article of clothing, whatever. This will limit your players choices to what you make available, but it will keep the neon-green skins out of the game.
#7
10/03/2005 (1:58 pm)
Well, this should all be fairly easy after some good time and practice. Make a model that's hairless and, if you have them switching cloths from time to time, nude. Then setup mount points so when you click on the UI you get a different type of hair mounted to your character. Same goes with clothes. You could just have textures on the character but that can sometimes be a hastle. I'd recommend having the clothes mountable. You might want to get Advanced 3D Game Programming All in One. Its the one with the green cover, not the purple one. Why? It has a few sections on this matter and from what I've skimmed, it goes into some pretty awesome stuff that would be perfect for a game like this.
Torque Owner Thijs Sloesen
Scattered Studio