Torquing Around pt2
by Britt Scott · 02/26/2014 (11:11 pm) · 5 comments
I didn't get anything done on the programming front .
I did get a basic workflow for 2D art with 3D elements. Which consisted of putting textures on a plane and then adding simple collision. It took a little trial and error.
Hopefully going to do some programming over the weekend. Maybe tackle a checkpoint system or something else on my to-do-list.
Thanks!
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About the author
Attended Brown College in Mendota Heights, MN for Game Design and Development. Projects include the Mech Starter Kit and the Battle Frog. Currently working toward a game design career.
#2
02/27/2014 (1:37 pm)
That looks great!
#3
02/28/2014 (3:27 am)
I think you really have something unique here.
#4
Talking of 2D to 3D, I had made some billboards of trees and then stuck them on a mesh object with slightly staggered, overlapping planes and used this as background scenery for Airship Dragoon. It was an easy way to get a far-off forest with the minimum overhead and stop my skylines from looking empty.
02/28/2014 (5:40 am)
Cool stuff, Britt.Talking of 2D to 3D, I had made some billboards of trees and then stuck them on a mesh object with slightly staggered, overlapping planes and used this as background scenery for Airship Dragoon. It was an easy way to get a far-off forest with the minimum overhead and stop my skylines from looking empty.
#5
02/28/2014 (8:28 am)
It amazes me sometimes what you can do wth a little smoke and some mirriors. 
Torque Owner Daniel Buckmaster
T3D Steering Committee