Is their any information on hover, flying and water..
by Theodore B.Gibson · in General Discussion · 10/17/2002 (8:04 am) · 7 replies
Are their any tutorials or information available on creating hover, planes, or water vehicles?
Ted
Ted
About the author
#2
10/18/2002 (2:44 am)
If anyone writes a "walking vehicle" class... or a water-vehicle class.. please share.
#3
and within that it has limts etc.
10/18/2002 (3:52 pm)
couldn't you basicly use the player as a walking class... like call up a different player armour class on the fly?and within that it has limts etc.
#4
Theodore, there's a code snipit about water vehicles: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2299
10/21/2002 (6:28 am)
Edward, The larger the player gets, the more obvious it is that his feet don't match up with the terrain.Theodore, there's a code snipit about water vehicles: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2299
#5
This is only how i would approach this, and you may have tried it, and found it of no use.
10/21/2002 (11:02 am)
@Ward, this may be of some interest to you regarding walking vehicles as a player, i introduced some animation sequences and dsq animation files from tribes 2 into realmwars, the bones were so close that i enabled various taunts, the dance and other stuff on the RW orc without touching max or the Orc in max, so if you intend to use the player as the vehicle, it shouldnt be too difficult, if however you need mountable walking vehicles, then you might look at the shocks code for the wheeled vehicle and how the dummys are set out, treat the foot as the hub node, im not saying this would be easy but with added animations and scripts i think it could be acheived, ie start in racing mod add your mech? see how the wheel code works and adapt that and your dsq animation files to suit.This is only how i would approach this, and you may have tried it, and found it of no use.
#6
Th ething is the walk animation has to stop when the foot touches the ground. In scripting this makes no sense.... (sccripts have the datablock info and the spawning code etc.... but what's behind is a new vehicle class)
10/21/2002 (12:30 pm)
Actually the only way this wll work properly is if a new vehicle class is written. Using a player or a wheleed vehicle i sjust a quick hack. This has been discussedd over and over, and everytime the conclusion is a new vehicle class is the only way to do it right. Th ething is the walk animation has to stop when the foot touches the ground. In scripting this makes no sense.... (sccripts have the datablock info and the spawning code etc.... but what's behind is a new vehicle class)
#7
I have so many things going on right now. *sigh* I have to work out my priorities or otherwise I am going melt.
10/22/2002 (10:46 pm)
I haven't started on my horse or dragon footed vehicle yet, I am still trying to get comfortable with Torque. When I get to it, I'll get back to you.I have so many things going on right now. *sigh* I have to work out my priorities or otherwise I am going melt.
Torque Owner Edward Smith
Silencersoft
http://tork.zenkel.com/tutorials/vehicles/index.htm
They are not up to the ones that you want. But give it time... or give your time to help them.