Artist needed?
by Harper · in Game Design and Creative Issues · 10/19/2010 (4:37 pm) · 6 replies
Hi folks using Torque!
After creating some 3D-stuff and arranging it with the abandoned world-editor Freeworld3D i am looking for another world-editor where i can build my little world. After playing some years in Everquest2, i was interested in just "showing some ideas" for coming MMO's. So i have built some terrains and populated it with some houses etc. As 3D editor i am glad to have found DeleD at last, what makes the creation of 3D-models pure fun. Meanwhile it's open source, and i can tell anyone who doesn't like Blender etc - just try it. It's easy but can you do nearly all you can imagine. So i have created a lot in the last years.
You can see some videos on YouTube, for example this one: www.youtube.com/watch?v=gREVafhipFQ
This was made as the creation process was still alive. Then came the stop of Freeworld.
Why am i telling you all this?
First, i am looking for a setteled group of game-makers, that is in an early planning state, where the general story-line, the world setting, an idea of the graphic style etc is made, but where my style of modelling may fit in and who has not enough 3D-modellers. I'm not interested in making quick money, but i am searching for supporting a nice game; ideal assigned to a late-medieval world, not steam-punk.
Second: Maybe here is a friendly coder, who makes me a template world, where i could put my models in, and if he brings me to make animated models/chars, we could create an explorable little world.
I have chosen Torque because the World-Editor seems to be the best tool for a non-programmer as me.
And at last, one question: What have i to do (i have the Torque3D demo installed), to put the demo-player (Gideon) in a new world, created from scratch (with terrain, sky, a river and a house) so i can run around with him?
After creating some 3D-stuff and arranging it with the abandoned world-editor Freeworld3D i am looking for another world-editor where i can build my little world. After playing some years in Everquest2, i was interested in just "showing some ideas" for coming MMO's. So i have built some terrains and populated it with some houses etc. As 3D editor i am glad to have found DeleD at last, what makes the creation of 3D-models pure fun. Meanwhile it's open source, and i can tell anyone who doesn't like Blender etc - just try it. It's easy but can you do nearly all you can imagine. So i have created a lot in the last years.
You can see some videos on YouTube, for example this one: www.youtube.com/watch?v=gREVafhipFQ
This was made as the creation process was still alive. Then came the stop of Freeworld.
Why am i telling you all this?
First, i am looking for a setteled group of game-makers, that is in an early planning state, where the general story-line, the world setting, an idea of the graphic style etc is made, but where my style of modelling may fit in and who has not enough 3D-modellers. I'm not interested in making quick money, but i am searching for supporting a nice game; ideal assigned to a late-medieval world, not steam-punk.
Second: Maybe here is a friendly coder, who makes me a template world, where i could put my models in, and if he brings me to make animated models/chars, we could create an explorable little world.
I have chosen Torque because the World-Editor seems to be the best tool for a non-programmer as me.
And at last, one question: What have i to do (i have the Torque3D demo installed), to put the demo-player (Gideon) in a new world, created from scratch (with terrain, sky, a river and a house) so i can run around with him?
About the author
Still creating a little world to show some ideas...
#2
You can also look in "game/levels/name of your game.mis" and add this under your clouds/sky.
10/19/2010 (10:54 pm)
Now I know what your problem was. Disreguard my post on the deled forum. This is most likely what you need.You can also look in "game/levels/name of your game.mis" and add this under your clouds/sky.
new SimGroup(PlayerDropPoints) {
canSaveDynamicFields = "1";
Enabled = "1";
new SpawnSphere() {
canSaveDynamicFields = "1";
Position = "0 0 2";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SpawnSphereMarker";
radius = "5";
spawnClass = "";
spawnDatablock = "";
autoSpawn = "0";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
Enabled = "1";
homingCount = "0";
lockCount = "0";
};
};That will add the spawn sqhere to your game. You may need to move it to where you want it. (you can do that in the editors by clicking on it)
#3
10/20/2010 (3:51 am)
Thanks, i now have 2 cameras (switching with alt-C) but there is no 3rd-Person-view(tab). Where can i assign that this Gideon-Model shall be my 3rd-person-model?
#4
So please anyone say me to do what?
www.harpersoft.de/Meynis/deled/Torque1.jpg
10/21/2010 (5:41 pm)
The lack of a "newbie-tutorial" which let's me step from pure editor-using to scripting is in the moment what helds me up from purchasing this wonderful product. Again: The editors are supreme, but nothing leads me for the next step. But if i am not able to make a demo with an avatar walking thru my model-world, then i have to wait for another engine. And i hope this is not necessary......So please anyone say me to do what?
www.harpersoft.de/Meynis/deled/Torque1.jpg
#5
When I use the editor and place a spawn marker the relevant properties are already filled out for me, but that could be a result of using a newer version than what the Demo is built from because I see in your picture that they are left blank -- there should be some defaults though that would make that irrelevant.
The "spawnClass" should be Player.
The "spawnDatablock" should be the default player datablock name for the project. This most likely is called "DefaultPlayerData".
The defaults for these are set in a script file found at "scripts/server/game.cs", look for function GameCore:initGameVars(%game)
Another note, I also saw in your pic that you had Gideon loaded into the scene as a TSStatic -- doing this will simply place his mesh into the scene and nothing else. TSStatics are intended to be used as the general non-moving props or shapes in your level and not as interactive or controllable objects.
10/21/2010 (8:57 pm)
I'm assuming that you're using the Demo, but is it a Template or the FPS Example that you're building upon? If a Template, is it the Empty or Full Template? For an easy 1st/3rd person avatar walkaround the Full Template or FPS Example automatically includes what you need. Using the Empty Template will require some scripting in order to get a player walking around. Under the surface the Full Template and FPS Example are basicly the same with built in 1st/3rd person controls and example scripts. I think of the Empty Template as little more than a quick and easy beginning to an art showcase project.When I use the editor and place a spawn marker the relevant properties are already filled out for me, but that could be a result of using a newer version than what the Demo is built from because I see in your picture that they are left blank -- there should be some defaults though that would make that irrelevant.
The "spawnClass" should be Player.
The "spawnDatablock" should be the default player datablock name for the project. This most likely is called "DefaultPlayerData".
The defaults for these are set in a script file found at "scripts/server/game.cs", look for function GameCore:initGameVars(%game)
function GameCore::initGameVars(%game)
{
//echo (%game @"c4 -> "@ %game.class @" -> GameCore::initGameVars");
//-----------------------------------------------------------------------------
// What kind of "player" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
//-----------------------------------------------------------------------------
$Game::DefaultPlayerClass = "Player";
$Game::DefaultPlayerDataBlock = "DefaultPlayerData";
$Game::DefaultPlayerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
//-----------------------------------------------------------------------------
$Game::DefaultCameraClass = "Camera";
$Game::DefaultCameraDataBlock = "Observer";
$Game::DefaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
}This is different in the Empty Template which defaults the player as an Camera - thus my question about which project you are building from. Another note, I also saw in your pic that you had Gideon loaded into the scene as a TSStatic -- doing this will simply place his mesh into the scene and nothing else. TSStatics are intended to be used as the general non-moving props or shapes in your level and not as interactive or controllable objects.
#6
Notice the difference. (circled)
Your spawn sphere must be in a player drop points group.
Go the the library tab, click on the level tab, the click the simgroup folder. That will bring up a dialog to create a new sim group. Name it PlayerDropPoints and click ok. Then, drag your spawn sphere into it. (just click and drag) This should spawn gideon in the world. bwy, delete the gidion model you've got there as you don't need him.
As Michael stated, it's much easier to start with the full template and build from there as the basic template is actually for the coders who want to do all the coding work themselves. (I'm lazy. I start out with the fps examples)
10/22/2010 (2:41 am)
You have another problem.Notice the difference. (circled)
Your spawn sphere must be in a player drop points group.
Go the the library tab, click on the level tab, the click the simgroup folder. That will bring up a dialog to create a new sim group. Name it PlayerDropPoints and click ok. Then, drag your spawn sphere into it. (just click and drag) This should spawn gideon in the world. bwy, delete the gidion model you've got there as you don't need him.
As Michael stated, it's much easier to start with the full template and build from there as the basic template is actually for the coders who want to do all the coding work themselves. (I'm lazy. I start out with the fps examples)
Associate Michael Hall
Distracted...
Verify that DefaultPlayerData is the name of your player datablock. After saving your level the next time that you load it then your player object will spawn at your spawn marker. If you have more than one then there is code in place to select one at random. Altering the various options for the spawn marker will let you spawn differing player datablocks, vehicles, bots, etc, etc.