Suggestions for a good baseline Flying Vehicle Datablock?
by Dusty Monk · in Torque Game Engine · 06/05/2009 (2:27 pm) · 5 replies
So i was going to go buy the War Sparrow pack, which has been around forever, and it appears both the pack and Bravetree have gone the way of the dodo. Sadness.
My first question is does anyone know if that content is still available for purchase anywhere?
And failing that, suggestions for a solid base datablock for a flying vehicle? Just something to.. well pardon the pun.. get my feet off the ground.. :)
I did attempt to search the site, but there's been so much re-organization and moving around of resources that while I found a few hover datablocks, I couldn't find anything recent for a good flying vehicle.
Thanks in advance,
Dusty
My first question is does anyone know if that content is still available for purchase anywhere?
And failing that, suggestions for a solid base datablock for a flying vehicle? Just something to.. well pardon the pun.. get my feet off the ground.. :)
I did attempt to search the site, but there's been so much re-organization and moving around of resources that while I found a few hover datablocks, I couldn't find anything recent for a good flying vehicle.
Thanks in advance,
Dusty
About the author
Dusty Monk is founder and president of Windstorm Studios, an independant game studio. Formerly a sr. programmer at Ensemble Studios, Dusty has worked on AAA titles such as Age of Empires II & III, and Halo Wars.
#2
06/05/2009 (11:50 pm)
..continued:// Damage emitters
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = HeavyDamageSmoke;
damageEmitter[2] = DestroyedDamageSmoke;
damageEmitterOffset[0] = "0 0 0";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
};
#4
On this disk you can find a (very basic) flying vehicle and the datablock.
Certainly, it is a large download for one datablock, but you might find other things on the disk that are useful too.
I made this updated disk available for book owners, but I am happy to see any TGE owners getting value from it.
06/06/2009 (11:17 am)
The disk that goes with my first book (GPGT) is available for download, here. On this disk you can find a (very basic) flying vehicle and the datablock.
Certainly, it is a large download for one datablock, but you might find other things on the disk that are useful too.
I made this updated disk available for book owners, but I am happy to see any TGE owners getting value from it.
#5
Thanks for the link -- definitely useful, as I'd lost the CD that came with the first book years ago.
Dusty
PS - you *are* contracted to do a new book for T3D.. right? right? :)
06/07/2009 (3:36 pm)
Hey Ed! Actually I own both of your books, and they've been invaluable resources for getting familiar with both TGE and TGEA. I have to say I was a little sad when I got to the paragraph, after such indepth coverage of the wheeled and hover vehicles, that said "we won't be convering the flying vehicle.." :) Thanks for the link -- definitely useful, as I'd lost the CD that came with the first book years ago.
Dusty
PS - you *are* contracted to do a new book for T3D.. right? right? :)
Associate Michael Hall
Big Kid Games
datablock FlyingVehicleData(DefaultFlyer) { category = "Vehicles"; // category for the editor className = Flyer; // script class namespace computeCRC = true; // Rendering shapeFile = "~/data/shapes/ships/flyer.dts"; emap = false; // environment mapping on or off // camera cameraRoll = true; // Roll the camera with the vehicle cameraMaxDist = 6; // Far distance from vehicle cameraOffset = 1.5; // Vertical offset from camera mount point cameraLag = 0.1; // Velocity lag of camera cameraDecay = 0.75; // Decay per sec. rate of velocity lag // Physics drag = 0.2; density = 1.0; minDrag = 90; // Linear Drag (eventually slows you down when not thrusting...constant drag) rotationalDrag = 10; // Angular Drag (dampens the drift after you stop moving the mouse) maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. autoAngularForce = 15; // Angular stabilizer force (this force levels you out when autostabilizer kicks in) autoLinearForce = 15; // Linear stabilzer force (this slows you down when autostabilizer kicks in) autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds maxSteeringAngle = 5; // Max radians you can rotate the wheel. Smaller number is more maneuverable. horizontalSurfaceForce = 10; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning) verticalSurfaceForce = 100; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.) maneuveringForce = 3900; // Horizontal jets (W,S,D,A key thrust) steeringForce = 700; // Steering jets (force applied when you move the mouse) steeringRollForce = 8; // Steering jets (how much you heel over when you turn) 8 rollForce = 70; // Auto-roll (self-correction to right you after you roll/invert) hoverHeight = 8; // Height off the ground at rest createHoverHeight = 8; // Height off the ground when created jetForce = 3700; // Afterburner thrust (this is in addition to normal thrust) minJetEnergy = 55; // Afterburner can't be used if below this threshhold. jetEnergyDrain = 0.7; // Energy use of the afterburners (lower number is less drain) vertThrustMultiple = 10.0; integration = 3; // Physics integration: TickSec/Rate collisionTol = 0.1; // Collision distance tolerance contactTol = 0.1; // Contact velocity tolerance mass = 100; // Mass of the vehicle bodyFriction = 0; // Don't change this. bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1) minRollSpeed = 0; // Don't change this. // Sounds jetSound = FlyerThrustEffect; engineSound = FlyerEngineSound; // Sound Velocities softSplashSoundVelocity = 10.0; mediumSplashSoundVelocity = 15.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 10.0; // Impact Damage collDamageThresholdVel = 10.0; collDamageMultiplier = 0.05; minImpactSpeed = 0.5; // If you hit the ground at a speed above this then it's an impact speedDamageScale = 0.5; // Damage/Energy maxDamage = 150; // total damage until explosion maxEnergy = 180; // Afterburner and any energy weapon pool energyPerDamagePoint = 160; destroyedLevel = 1.40; rechargeRate = 0.4; // Afterburner/energy recharge rate softImpactSpeed = 2; hardImpactSpeed = 6; // Explosion and debris setup explosion = FlyerExplosion; underwaterExplosion = FlyerExplosion; explosionDamage = 40; // How much damage is applied through radiusDamage explosionRadius = 20; // the radius for the radiusDamage function call debris = FlyerDebris; // the debris datablock debrisShapeName = "~/data/shapes/ships/flyer_debris.dts"; // debris shape (contains the explosion parts) renderWhenDestroyed = false; // don't render normal shape when destroyed, only the debris shape // Emitter stuff minTrailSpeed = 15; // The speed your contrail shows up at trailEmitter = FlyerContrailEmitter; // contrail emitter datablock forwardJetEmitter = FlyerJetEmitter; backwardJetEmitter = FlyerJetEmitter; downJetEmitter = FlyerJetEmitterDown; splashEmitter = VehicleFoamEmitter; // water splash stuff //dustEmitter = DustEmitter; // dust emitter when hovering over the ground triggerDustHeight = 8; dustHeight = 8;EDIT: ACK! Surpassed the word limit!