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3d Hud and the like

by Anthony Serna · in Torque Game Engine · 11/26/2005 (2:02 am) · 1 replies

Well been playing mechwarrior ever since the 5.25floppy days, and have owned everygame since. Problem is dont like the way MS as gone with the series...there is another game using torque called BTS, or BattleTech Simulator. But its development is rather slow although impressive.

my question though here is this. in the games mechwarrior etc, there is a 3d cockpit, something you could look around in while in the First Person View, also the 2d stuff like crosshairs etc....

but i was wondering how i implement this 3d cockpit in the game?

my only idea is making a FirstPerson Camera Mount in my mesh, and then building a small 3d cockpit as part of the mesh, and when you select your First Person View you would see the 3d cockpit.

and if this works, ive always hated the non functional cockpits in mechwarrior, i would like my radar etc and the majority of non HUD stuff to be part of the 3d cockpit...right now the only thing i could think of for this would be to create mounts inside the cockpit....have onesided planes that would match the shape of the mount or face to go on too....then when you look down the 2d image or GUI is on the plane that is mounted on the cockpit?

mainly because some of the cockpit stuff would be switchable for personal preferences, meaning, radar in the center then two MFD off to each side...you hit a button and the MFD changes...

Also on a side note im very new to Torque and have actually just tinkered with loading my Vulture Prime Mesh into the world example...have started reverse engineer the .cs files to see what is going on (thats my strongest point to a exent in programming :) )

Although knew to torque, im a experienced BlenderMan, and was delighted to see blender somewhat supported...although lightwave and max7 and milkshape are all on my machine, blender is my top choice...was wondering how to create mount "nodes" for torque to recognize...

so far all i have is a basic animated walk isnt exported into showtool, but my mesh and its collision box are...the object is about 7k polys.

oh crap one last question, how do i start from a fresh game build? meaning no example content, except for the default terrain file and mission file etc, i might find this out myself while digging threw the way torque calls on things but any speedup in this step is deeply appreciated

jeeze came in for a hud talk, and wound up with a novel, oh well thanks for the help

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#1
11/26/2005 (6:26 am)
Not sure about the cockpit thing, but if you get 1.4 there is a basic world with just a flat untextured landscape to stand on. Follow the tutorial to see how to add things, change/write scripts etc. Much better all round than the 1.3 starter app and tutorial. Also the various editors seem to be much more responsive and reliable in 1.4, but maybe that's just perception.

Dave