Game Development Community

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

#1
03/12/2003 (3:43 pm)
AFAIK there is not support in the engine currently to do this, but it shouldn't be hard to code in. You might even be able to do it with nothing more than mount points. Have a look at this IOTD: http://www.garagegames.com/mg/snapshot/view.php?qid=416
#2
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
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 :)