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Tall Ship Model DTS or DIF?

by Eric Holtgrefe · in Artist Corner · 10/30/2007 (3:26 pm) · 4 replies

Hi all,

I'm fairly new to Torque (got the Finney book, fantastic resource), but an old hand at modeling/computer programming. I'm working on an Age of Sail game and I was wondering, would it be better to create a Tall Ship, (a 28 gun Frigate to be exact), as a DIF (building) or a DTS (vehicle)? Ideally the model would be enterable, with several mount points for the various action stations of the ship. I hesitate to sound blasphemous but can you even do this in Torque? (I know in the Ken Finney book you can create a car, but a Tall Ship is a different kettle of fish). Any help suggestions/comments encouragement donations or celebrity shout outs would be appreciated.

Thanks

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#1
10/30/2007 (4:11 pm)
You should go with a DTS shape. You'll get better geometry detail and texturing than a DIF and with the free polysoup code collision won't be a problem. As a DTS shape you'll be able to make it a waterborn vehicle and I think there's even code that allows players to move around on deck while the ship is moving. Lighting maybe your only hangup as you won't get total darkness with DTS, but the advantages greating outweight this.
#2
11/01/2007 (2:53 pm)
Thanks!

I was leaning towards DTS, and if I don't get total darkness in the Orlop or Hold decks so be it (it is not like I can't add a lantern object or texture map that shows there is light anyway..)

I'll check out the forums and other spaces for the code to allow players to move around as well (I don't want them locked to a mountpoint in order to stay on board...)

Thanks again...
#3
11/01/2007 (5:20 pm)
Sure. Let me know if you need any pirate gear. I've got some leftovers from Ninjas vs Pirates I can sell you.
#4
11/02/2007 (12:13 pm)
Appreciate it... I'll let you know as things progress...