Sub Models
by AndrewOsborne · in Artist Corner · 03/12/2003 (3:11 pm) · 4 replies
Hey, im wondering if anyone knows if torque supports submodels like in halflife,
by this i mean say you wanted two different heads on one model..... you could compile the body model, then compile two different heads, then get the models in one mesh by select which 'sub model head' to use in code.
kinda confusing to explain lol :/
anyways if you know what i am talking about is this possible??
thanks
by this i mean say you wanted two different heads on one model..... you could compile the body model, then compile two different heads, then get the models in one mesh by select which 'sub model head' to use in code.
kinda confusing to explain lol :/
anyways if you know what i am talking about is this possible??
thanks
#2
This would be used for, as in DAoC, a case where you have one model that is wearing a helmet AND has long hair AND has 4 different heads . . . the one initial model would look like a garbled mess, but only certain parts of the model are visible at any one time. This way they only really have one model for each, say, male Saracen.
I specifically remember that code snippet; you might want to do a little sniffing around to find it.
03/12/2003 (3:56 pm)
Someone submitted a code snippet that allowed people to adjust whether part of a model was visible or not through script.This would be used for, as in DAoC, a case where you have one model that is wearing a helmet AND has long hair AND has 4 different heads . . . the one initial model would look like a garbled mess, but only certain parts of the model are visible at any one time. This way they only really have one model for each, say, male Saracen.
I specifically remember that code snippet; you might want to do a little sniffing around to find it.
#3
http://garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2150
I tried it in one of my earlier builds, and it worked well enough.
03/12/2003 (4:05 pm)
Code referred to is at http://garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2150
I tried it in one of my earlier builds, and it worked well enough.
#4
03/12/2003 (5:47 pm)
ahh excellent, thanks heaps for the help :)
Torque Owner Ben Swanson