Having a Cockpit in player
by Jeff Wilkinson · in Torque Game Engine · 02/27/2003 (10:03 pm) · 4 replies
I am starting to create a mech game and I am trying to figure a way on how to create a cockpit atmosphere simular to the one in MW4 with the player; The way I am thing about doing it is to model a cockpit as the head and then put the camera dummy inside the head!
My question is would this work properly or will I not see the cockpit and only the out side?
My question is would this work properly or will I not see the cockpit and only the out side?
#2
Set firstPerson false and assign whatever ShapeBaseImage you want for the player to see in first person view.
02/27/2003 (10:33 pm)
@Marco - obviously you have never seen the game he is talking about. It has a fully 3D cockpit . . . no way to even begin to fake the cockpit from that game with 2D.Set firstPerson false and assign whatever ShapeBaseImage you want for the player to see in first person view.
#3
02/28/2003 (3:58 am)
is there any Documentation on ShapeBaseImage? or can someone tell me where and how I shold place the cockpit in the model and what I would name the dummy view to view it?
#4
I am looking to do something similar as you but having some difficulties! I am trying to replace the current player model with our large mechanoid and it simply make the Torque demo crash 8-(. From what i have seen alot of thing seem to be tied to the player character like animation sequence and such (like for now our model doesnt have any animation). If you find a way to do it please let me know (btw if it need to change some part of the code, i cant do that at the moment since i am not yet a TGE SDK owner!)
@Jarrod
Like i mention to Jeff above i am also trying to do something similar. Like now i have done the following :
testplayer.cs
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./RS1mk1_2.dts";
};
player.cs (the one in the server folder)
// Load dts shapes and merge animations
exec("~/data/shapes/player/testplayer.cs");
...
datablock PlayerData(LightMaleHumanArmor)
{
renderFirstPerson = false;
emap = true;
className = Armor;
shapeFile = "~/data/shapes/player/RS1mk1_2.dts";
cameraMaxDist = 3;
computeCRC = true;
...
But as soon as it start it will crash with page fault, just after it have finish to light up the scene (where normally i should appear in the game).
Is there a way without changing the source code to get this to work? (via scripting modification, since i am not yet a TGE SDK owner)
Thanks!
02/28/2003 (4:35 am)
@JeffI am looking to do something similar as you but having some difficulties! I am trying to replace the current player model with our large mechanoid and it simply make the Torque demo crash 8-(. From what i have seen alot of thing seem to be tied to the player character like animation sequence and such (like for now our model doesnt have any animation). If you find a way to do it please let me know (btw if it need to change some part of the code, i cant do that at the moment since i am not yet a TGE SDK owner!)
@Jarrod
Like i mention to Jeff above i am also trying to do something similar. Like now i have done the following :
testplayer.cs
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./RS1mk1_2.dts";
};
player.cs (the one in the server folder)
// Load dts shapes and merge animations
exec("~/data/shapes/player/testplayer.cs");
...
datablock PlayerData(LightMaleHumanArmor)
{
renderFirstPerson = false;
emap = true;
className = Armor;
shapeFile = "~/data/shapes/player/RS1mk1_2.dts";
cameraMaxDist = 3;
computeCRC = true;
...
But as soon as it start it will crash with page fault, just after it have finish to light up the scene (where normally i should appear in the game).
Is there a way without changing the source code to get this to work? (via scripting modification, since i am not yet a TGE SDK owner)
Thanks!
Torque 3D Owner Marco Meier
Slickware Games
To become the same effect as with a model, you can also model this in max or milkshape and render it and use this picture as your gui.