Game Development Community

Mounts in milkshape

by Brandon Beauchene · in Artist Corner · 06/06/2006 (7:09 pm) · 2 replies

Question, after creating a skeleton that will animate the character model, as far as mounts go i heard somewhere that torque only supports 9 mounts. Now from a RPG perspective, thats not alot, if what Im thinking is correct.

Lets say you have a human model. and you want to show certain items that are equiped, items in each hand (weapons, torches, shields, etc) thats 2 mounts. boots, 2 more mounts(1 for each foot). pants, at least 2 more mounts. helmet, 1 mount. armor, 1 mount. backpack, 1 mount. if my math is correct then that setup requires 9 mounts, well throw in gloves, and sleeves, maybe shoulderpads. not enough mounts.

On the otherhand if anyone knows how to dynamically change the texture of a certain part of a model (i by group name or whatever) please let me know because then that leaves open all mounts i was going to use for armor, so i would only need helmet, left hand, right hand, and backpack, and anything else that would "add" another model to the player.

So which is more feasable to do. please help?

#1
06/06/2006 (10:19 pm)
I believe the stock tge SDK's DTS will support up to 32 mounting Points, while the most 'slots' you can use to mount images/objects is limited to 8 at once.

Search out ::setSkinName- allows for dynamic setting of a texture-stock engine only works with a single texture swap; ie, you can't have multi textured swaps, so all the UV mapping should be confined to a single texture. Unless you change the Source code.
#2
06/07/2006 (7:23 am)
What about having a basic model animated, and having mount points for each hand, each forearm, each bicept, head, chest, waist, each thigh, each calf, and each foot, then in game "mounting" another model of that body part to said mount spot and changing the texture of each body part separately? would that work considering its a separate model?