Character Creation Help
by Morrie · in Torque Game Engine Advanced · 03/14/2008 (6:49 am) · 4 replies
I'm trying to make a character where the player/user can change the armor and accessories in the main menu, before they start the game.
Example: Like Unreal III, Or World of Warcraft.
Do I make the armor as DTS and if I do, do I have to add animations/ biped to the armor on the joints (elbows, shoulders, knees)?
How do I code it in the game, do I use script or C++? Any examples or forums that show this would be a great help, I've done a search and didn't find anything.
I'm using TGEA and 3d Max. I have Torsion and Visual Studios Standard.
Thank you for the Help.
Example: Like Unreal III, Or World of Warcraft.
Do I make the armor as DTS and if I do, do I have to add animations/ biped to the armor on the joints (elbows, shoulders, knees)?
How do I code it in the game, do I use script or C++? Any examples or forums that show this would be a great help, I've done a search and didn't find anything.
I'm using TGEA and 3d Max. I have Torsion and Visual Studios Standard.
Thank you for the Help.
#2
You might check it out and see if its what you are looking for.
http://torqueschool.com/
The very first class listed on the page there RPG Series: Character Creation for AFXA
03/16/2008 (9:10 am)
I know the torque school has a good class on character customization and how to go about doing this. They even walk you through putting it all togeather. It ends up like a character cutomization system in a mmorpg where you can switch out different hair styles and such.You might check it out and see if its what you are looking for.
http://torqueschool.com/
The very first class listed on the page there RPG Series: Character Creation for AFXA
#3
Anyone feel free to correct me if I'm wrong at all, but just trying to help what little I can.
03/21/2008 (4:26 pm)
Hmm I think it depends on the armors/accessories you'd want to put on your character. For example a helmet that would completely cover the character's head would be a complete mesh change, but say a knife in a sheath on the characters side maybe could be mounted right on the characters current mesh. To further explain this think of the orc in the fps starter demo, the crossbow is mounted to his mesh and it makes it look like he's holding it, but with the script it's possible to set an offset so say it could look like it was mounted on his leg. So if it's possilbe to mount more than just 1 thing you could mount sheaths and things this way, as for say armor that completely covers the current character mesh, it'd probably just be better to have the script change out the mesh completely to a new mesh of the new armor.Anyone feel free to correct me if I'm wrong at all, but just trying to help what little I can.
#4
03/27/2008 (7:23 am)
I was struggling with the same problem, and after initially trying to have clothes, armour, etc. as a mounted object on the mesh I realized that does not really work with those type of objects. Best to just have a different mesh for different outfits and switch meshes when the character changes outfits.
Torque 3D Owner Morrie