Game Development Community

Player models and animation

by James Brad Barnette · in Torque Game Engine · 07/20/2003 (7:43 pm) · 2 replies

I have a few questions about player models in a game that I'm slowly working on

1:
I was wondering about Polygon limits for player model I think back in Tribes 2 we had to kep them under about 1000-1500 polys. is that still the case? I was thinking that with most modern videocards we sould be able to use models as high as around 3000+ polys.
2:
What type of method should be used for models in torque? can I use single piece mesh like unreal? multi peices like Tribes 2 or maybe a system like Q3 used where head torso and legs were seperate?


Thanks for your tiem guys,

Brad Barnette

#1
07/20/2003 (7:55 pm)
1. Polygon limits depend on many things, the minimal system your game requires, how many characters will be onscreen and how far away they will be, how many other polygons will be in the scene for other things. The best idea is to run some tests on an actual minimal system and see.

2. The way Torque works gives you a lot of flexibility on how you break up the model. There are standard animations you must provide that it uses to move the player around and aim the arms etc, but how the model is broken up is up to you. In fact the model could be a robot with wheels...as long as the standard animations of root, run, back, side, look, etc are provided and do the right thing it will work.
#2
07/21/2003 (1:44 pm)
Does the existing character system support seperate hit zones? I would think that would nee multiple bounding boxes wouldn't it? I was reading the Documentation and it seems that it only supports one bounding box. If so how does this work then?