Game Development Community

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?

#1
02/27/2003 (10:25 pm)
I don't know if you could see this cockpit from inside. But I would do a gui. This would be less dificult then building a model for it. And it takes less resources.

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.
#2
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
02/28/2003 (4:35 am)
@Jeff
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!