Game Development Community

A new face for Kork

by Norm35 · in Torque Game Engine · 02/12/2005 (6:23 pm) · 8 replies

Hi all,

Please correct me if I am ignoring the obvious here.

I understand that Kork has numerous animation routines so he is a logical choice for populating a game scene. The only problem is that he is so ugly. I know, he looks fine in a shot-em-up game but I would like to create a game for children with friendly animals and such.

To get to the point, I would like to clean up Kork and then use him in my game. I plan to use Milkshape if I can load him into it. I am sure DTS is a one way proposition - Milkshape to Torque only. Is there any MS3D version of Kork?

I have searched the site but found nothing about working on Kork.

Does anyone have any suggestions or references for models to populate the scenery, preferably with animation already installed. I am prepared to start from scratch if I have to but just thought I would ask first.

Thanks,

Norm

#1
02/12/2005 (7:00 pm)
Kork uses the same mesh as the orc..but you prooly wanna start from scratch, but if you wanna use the default animations (dsq that came with the sdk) all you need is to rig your character as per the default rig in tge, There are a few threads on this naming convention
#2
02/18/2005 (3:23 pm)
OK I have found a decent looking avatar to replace Kork.

I have substituted its dts for the standard player.dts and it is a big improvement, at least in appearance.

There is one little problem. He is the showoff type and insists on standing up when mounted on a horse or elephant. I have tried but haven't been able to come up with a clean way of getting him into a sitting position when mounted. The avatar came from the CD that accompanies Ken Finney's new book and I would contact Ken if I could get a URL for him.

According to Torque Show Tool Pro, the new avatar has no scoutroot animation sequence but it does have a sit animation. I haven't been able get the system to call the sit animation instead of scoutroot. and I am not sure how to rename the sit animation as scoutroot.

Can someone that knows more than I do about dts/dsq files and the use of the scoutroot sequence please toss in some suggestions?

Thanks,

Norm
#3
02/18/2005 (3:28 pm)
By the way, my thanks to Kevin for his reply. I haven't found the threads on the "naming convention" he references.
#4
02/18/2005 (3:29 pm)
By the way, my thanks to Kevin for his reply. I haven't found the threads on the "naming convention" he references.
#5
04/14/2005 (9:42 am)
Since I do not have the horse or other animal pack I feel like I'm shooting in the dark but, since I believe that the animals you can mount tend to perform like vehicles, why don't you try the position code of car.cs :

Quote:
mountPose[0] = "Sitting";
mountPointTransform[0] = "0 0 0 0 0 1 0";
isProtectedMountPoint[0] = false;
#6
04/14/2005 (5:03 pm)
You know if this new "avatar" you found has the same skeleton as the orc, you can add all of the orcs animations to this new guy. Like the sitting one.

Let me know if you need help with this.
#7
04/14/2005 (7:24 pm)
Hi guys,

I solved my avatar problems some time ago.

The new one is included with Finney's book and has all the Orc animations.

It has also been useful as a source of a low res base for creating other models . My granddaughter complained about the fact that only boy avatars are available for my animal park so I started looking for a low res girl model. I didn't find one so I am in process of converting the new avatar to a girl. It isn't easy to make a macho male avatar look like a girl but I'm getting there.

Has anyone any idea when the new horse pack will be released?
#8
04/15/2005 (5:20 pm)
Have you looked at the Realm Wars players? They have a female elf, as well as the "test character" which is just the female elf with a bluer texture.

http://www.realmwarsgame.com/downloads/index.shtml