Game Development Community

Anyone willing to help make this simple pistol

by Richard Preziosi · in Artist Corner · 09/21/2009 (1:47 pm) · 13 replies

I was looking for a tutorial, but everything I could find had dead links for pictures and examples. I'm just trying to make a simple pistol, just basically 2 rectangles stacked to look like a gun. Honestly I'd love it if someone could whip up the model with the nodes and a simple square for a bullet so I can play with it and see how it's done, that may be asking too much though, so if someone could atleast point me in the right direction of making a pistol exclusively for TGE I would love it, thanks a bunch.

If it matters I'm using TGE 1.5.2

Thanks

#1
09/21/2009 (3:05 pm)
Hey Rich, that sounds like a fun little project...any prefs as to what type of gun you want? Im pretty sure I got some glock .22 pics somewhere, I'll start with that, lemme know if you want something else.
#2
09/21/2009 (5:48 pm)
Alright, well I slapped this out real quick, and it loaded into TGEA 1.7 no prob, but when I tried to load it into TGEA 1.8 it was invisible, so I dunno. Try loading it in to your version and lemme know what happens. Ive included the max file, with mount and muzzle nodes, but no anims yet. I haven't tried putting a pistol in-game yet, so Im curious as to how it will fit in his hand, and the anim states. Also whether or not you will need a hand holding it in the 3rd person image, and any other problems that may pop up. Hope this gets you on the right track, lemme know either way. Heres the link:

http://geocities.com/bizzlesnap/Glock.zip
#3
09/21/2009 (8:10 pm)
Working on importing it now, thank you so much in advance, more proper thanks and an update on how it went soon.
#4
09/21/2009 (8:32 pm)
Hmm, in tge 1.5.2 I end up with this. The model is absolutely perfect, actually a little more detailed than I was even asking which is great. Thanks a ton man. Oh and just to try and return the favor, I'm a web developer by nature, if you ever need any webwork, I'd be glad to return the favor.

www.preziosidevelopment.com/mystuff/pistoltest1.png
#5
09/21/2009 (9:38 pm)
Right on, glad to give something back to a member, I get a lot of help from these forums. I'm a rather speedy modeler, so if you ever need any 3D stuff, just hit me up (bizzlesnap[at]yahoo.com)I'll be glad to assist!
BTW why didn't the texture load?
#6
09/21/2009 (10:42 pm)
Texture thing is a good question. I should note, that the orange guy is my player and he is currently holding that gun like that, it doesn't mount properly is what I was trying to show, haha. gonna mess with the max file see if i can figure it out.
#7
09/21/2009 (11:13 pm)
Yeah, I didn't have my units set correctly in Max, I'm still working that one out. Im pretty sure that one Centimeter in Max is equal to one meter in Torque, but don't quote me on that.

As far as the texture goes your best bet would be (In Max) to load the texture file from inside of the folder it will be saved in in your game hierarchy, and then re-export it into that same folder, it works for me.

As far as the position on the player, I don't really know where to put the mount node, I just threw it in there so you wouldn't have to. I replaced the stock crossbow w/ an AR-15, and the way I did that was by opening up the crossbow in Max, and just replacing the mesh, and keeping the mount point in the same general spot, relative to the gun. I'll post some screenies in a bit.
#8
09/21/2009 (11:28 pm)
Alright, here's what I got with the Assault Rifle.

First Person
geocities.com/bizzlesnap/1stperson.png
Third Person
geocities.com/bizzlesnap/3rdperson.png
As you can see, it looks good in 1st person, but not so much when viewed from anywhere but the players eyes. I'm not exactly sure of the correct way to set up guns, so if anyone can shed some light on this topic I'd be more than obliged.
#9
09/22/2009 (1:42 am)
Imported your 3ds file into milkshape added my nodes and shrunk the model, still need to do some more shrinking, but for the most part got it working. My first person isn't working, was hoping someone would see this and have some idea as to why it's not being displayed right.

www.preziosidevelopment.com/mystuff/1stperson.pngwww.preziosidevelopment.com/mystuff/3rdperson.png
#10
09/22/2009 (2:32 pm)
Inside the .CS file for you gun, there are a couple variables, called "mountPoint" and "eyeOffset". Try adjusting these, as that's what got me the closest. Here's what I went through.

When I loaded my Rifle in, my char held it correctly in his hands, and it looked great from someone else's POV, but when I looked in 1st person, it was WAY off-center, and totally didn't look correct, so When I adjusted the eyeOffset (which basically moves it to a diff spot when you switch to 1st person) it looked good in 1st, and bad from anyone else. I can't really seem to find a nice median, so I too could use help in this department.

I also believe there is a mountOffset variable, or something similar, but I am not sure, the code hints that there is, but I dunno, i'm still pretty knew to the coding side of things.
#11
09/22/2009 (3:38 pm)
Got mine up and working in both first and third, maybe sizing is off a little, but looks fine for now i guess. haven't tried it in multi to see if what you were saying about eyeoffset is true, cause i did have to mess with that to get first person looking correct. Will let you know.
#12
09/22/2009 (5:40 pm)
Right on, Im working on a .44 magnum right now if you're interested...
#13
09/22/2009 (6:38 pm)
yeah would love to play around with it if you don't mind.