Game Development Community

Glock and Mac10

by Max Thomas · in General Discussion · 06/10/2006 (10:00 am) · 43 replies

Hey guys,


I recently modeled, textures, animated, and made all the sounds necessary for a Glock and a Mac10 and made them all torque ready. I modeled them around the resource-

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9846

so that there's a high detail weapon model with hands in first person view, but in third person view there is just a simple low poly weapon model with no arms and hands. I'm thinking about putting them up for sale, but before anything I figured I'd show them off to all of you just to see what the response would be.

I was going to directly post the images into here, but I just uploaded them somewhere else to spare GG's bandwith. :P

You can find links to 8 of the images, and two movies under this link.

www.badsnax.com


Also just for the sake of it I threw the weapons into a mini game and uploaded it online, feel free to download it and see how they work and if they'd suit your game, I have a dedicated server running for it so feel free to join and mess around.

www.badsnax.com/torque/WeaponsGame.exe



Well, response's would be greatly appreciated!

Thanks, Max
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#41
11/26/2006 (3:53 pm)
Looks more like a micor uzi than a MAC.. my opinion;)
#42
11/26/2006 (3:57 pm)
Thanks, figured it out. In game.cs I did this:

exec("./blood.cs"); <------------------------------- New
exec("./pistol.cs"); <------------------------------- New
exec("./mac10.cs"); <------------------------------ New

... as a reminder that that was added into the code, but forgot the put //'s before so it would be commented out. The weapons work now, though there isn't a muzzle flash, is there supposed to be one?

I'm glad I got this... I really needed a template/guide so I can start adding my own weapons into the game... though I still haven't figured out the whole LOD1/0 thing for the model.
#43
11/26/2006 (4:07 pm)
Yeah, you should be getting a particle-based muzzle flash. It's probably a file pathing discrepancy between your weapons scripts and the actual locations of the particle files in your game subdirectories. Just read through the scripts and make sure all your paths point to real locations.

Later, when you get more comfortable working with models you can try adding a mesh-based muzzle flash 'object'/animation to your weapons. They tend to look better for some weapons than particle-only flashes.
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