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ModMaker Update and Free Weapon Sounds

by Mike Pearson · 04/19/2007 (7:03 am) · 12 comments

www.modmaker.net/templates/Odyssey/images/newlogo.jpg
Well our first products as independent developers are out the door and I want to take a minute to thank everyone involved in making this happen. Special thanks go out to Tim Aste of Garage Game for helping us through the publishing hurdles, Matt Huston for the great programming work, Scott Vangordon for Alpha and Beta testing , to our beta testers and finally to my loving wife Emilia for putting up with me.

As with most products not everything got done 100% the way we wanted it and we missed a few things in QA. Namely, for some reason the weapon sounds didn't make it into the final build and there are a few naming problems with some of the models when trying to get them to work in the ModMaker Editor.

Fix number one: This is an easy one and we decided to make it available to the community at large. Please click on this link to download all the weapon sound files. This is totally open and free so use it as you wish!

www.netgeos.com/Sounds.zip

Fix number two: To get the weapons to work in the editor do the following:

1. Copy the entire dir of the weapon to "Your Path"\ModMaker Weapon Editor\MMWeaponsEditor\data\shapes\weapons
2. Some of the file names were too large to work in the editor so you'll need to rename them. For example if you want the M4 to work you'll need to change it from m4_red_dot_scope_animation.dts to m4_red_dot_scope.dts. Basically remove the "_animation" from each file including the dsq's and everything should work fine.

Finally, some are requesting the models files in other formats. We will handle this on a case by case basis. Please email me directly at mpearson@netgeos.com

Thanks again and look for more to come from us in the near future.

Cheers,

Mike Pearson
President and Executive Producer
NetGeos LLC

#1
04/19/2007 (9:33 am)
I was wondering if you could make a video of the weapons in action?
#3
04/19/2007 (10:11 am)
question: does it support skinning? I mean if I attach scope to rifle (like you do in a video) but want to have two types of it - same mesh but with different skins on it (say
clean and dirty? using setSkin or similar function). is it working?
#4
04/19/2007 (10:18 am)
Congratulations Mike on an awesome product! I was really impressed with what you pulled off here. :)
#5
04/19/2007 (11:16 am)
@bank

Off the top of my head, I don't think you can do this in stock TGE but there are several resources and forum posts related to this issue.
#6
04/19/2007 (11:22 am)
okay, let me re-phrase the question.
For now you can have different skins on mounted images (in stock).
I've modified engine so I can change skins for every mesh on Player or ShapeBase object...
And the question is - how did you mount the silencer/scope onto weapon? Mounting separate object on mountImage, replacing weaponImage or using similar to hide/show mesh resource to show the "parts" of weapon? Depending on how it's handled then I can think about the skinning :)
Anyway I'm thinking on getting the pack for myself, but just curious on this.
Thanks
#7
04/19/2007 (12:27 pm)
That's really cool, now I'm interested in buying it. I didnt know you had a gun roll effect, something Torque really needed for FPS games. Could be a little better but it's a start
#8
04/19/2007 (1:32 pm)
@Mike Finally, some are requesting the models files in other formats.

What about Autodesk FBX format it is free.

usa.autodesk.com/adsk/servlet/index?id=6837478&siteID=123112

FBX Plug-in
The Autodesk FBX plug-in allows all types of data to be packaged into one file format that can be used by most of today's 3D authoring software.
FBX Converter

Transfer project data from one application to another quickly and easily with the FBX Converter. This utility lets you convert OBJ, DXF and 3DS files to and from the FBX file format.
#9
04/19/2007 (3:02 pm)
@bank

Don't quote me on this, Mike is probably better for answering it, but I believe that the weapons with scope and without are different DTS's entirely. A M4 without scope will just have M4.png texture while a M4 with scope will have M4.png with M4_scope.png (filenames are different obviously - this is off the top of my head).
#10
04/19/2007 (3:10 pm)
Matt, okay, I got it, and thanks for reply :)
With "engine sources in hands" I think I'll find my way on handling what I need ;)
#11
04/20/2007 (10:11 am)
congrats and thanks so much for the sound file donations!
#12
07/27/2007 (5:27 am)
Oh what I wouldn't give to be able to use FBX in TGE !!!!!
That was the primary reason for me moving over to Unity... The native Maya support...

Mac users of the world unite and ask for this feature!!!

Please?