Question about torque script capabilities
by FxGames · in Torque Game Engine · 03/17/2006 (8:07 am) · 8 replies
Hello
I really apologize for my newbie question, but, I'm new to torque and, what I really need to know is, how capable torque script is
http://www.thunder-works.com/steelrising/telas/mech_assembling.jpg
in the game i'm designing, the player would pilot the mechs that would be assembled out of many parts, as shown in the above diagram, for example, the player could choose the arms, legas, chassis and change them
what I want to know is, can I make all of that functionality just by scripting? or I would have to modify the C files inside the engine directory and recompile them
It's an important question, because, i'm coming from gamestudio, and, I would not have any dificulty prototyping this mech in there, but, so I would not have the performance and cutting edge graphics torque has.
thanks in advance for any help
I really apologize for my newbie question, but, I'm new to torque and, what I really need to know is, how capable torque script is
http://www.thunder-works.com/steelrising/telas/mech_assembling.jpg
in the game i'm designing, the player would pilot the mechs that would be assembled out of many parts, as shown in the above diagram, for example, the player could choose the arms, legas, chassis and change them
what I want to know is, can I make all of that functionality just by scripting? or I would have to modify the C files inside the engine directory and recompile them
It's an important question, because, i'm coming from gamestudio, and, I would not have any dificulty prototyping this mech in there, but, so I would not have the performance and cutting edge graphics torque has.
thanks in advance for any help
About the author
#2
#garagegames on irc.maxgaming.net would be able to help you out with this.
Ian
03/17/2006 (8:17 am)
Allyn is absolutely right, however I think the animation would also be fine to setup without delving into c++.#garagegames on irc.maxgaming.net would be able to help you out with this.
Ian
#3
03/17/2006 (8:38 am)
Thanks guys, I'll try to go for it just with scripts.
#4
for example, in top of the legs I'll mount the chassis, this by its time will have arms mounted on it which will have weapons attached on
reading the foruns and documentation I haven't found any reference to this possibility
another doubt I have is, if I can attach these components will I be able to animate them independently? for example, to have arms animations and to rotate the chassis independent to the legs.
again, thangs for any help
03/17/2006 (9:29 am)
Well, I still have some doubtsfor example, in top of the legs I'll mount the chassis, this by its time will have arms mounted on it which will have weapons attached on
reading the foruns and documentation I haven't found any reference to this possibility
another doubt I have is, if I can attach these components will I be able to animate them independently? for example, to have arms animations and to rotate the chassis independent to the legs.
again, thangs for any help
#5
Possible.
However, this is not possible without engine changes.. but you didn't mention it until now.
You shouldn't have to worry about it though, the changes needed are in a resource somewhere and it's fairly trivial to add, considering all the hard-work is done already.
03/17/2006 (9:32 am)
Quote:
for example, in top of the legs Ill mount the chassis, this by its time will have arms mounted on it which will have weapons attached on
Possible.
Quote:
for example, to have arms animations and to rotate the chassis independent to the legs.
However, this is not possible without engine changes.. but you didn't mention it until now.
You shouldn't have to worry about it though, the changes needed are in a resource somewhere and it's fairly trivial to add, considering all the hard-work is done already.
#6
The "chassis" is a shapebase and the core of the model. It has a skeleton which has arms and legs but *only* the skeleton, nothing visible. You attach the various different bits of the legs and arms to these points. The chassis will do all the animation, but the other stuff will move properly because it's attached and the mounting code in torque will do that for you.
When you want legs and arms of massively different sizes you'll need to complicate your skeleton and the animations. But you would have to do that anyway.
Ian
03/17/2006 (9:33 am)
I can imagine a way of doing that just from script, along the following lines:The "chassis" is a shapebase and the core of the model. It has a skeleton which has arms and legs but *only* the skeleton, nothing visible. You attach the various different bits of the legs and arms to these points. The chassis will do all the animation, but the other stuff will move properly because it's attached and the mounting code in torque will do that for you.
When you want legs and arms of massively different sizes you'll need to complicate your skeleton and the animations. But you would have to do that anyway.
Ian
#7
As for rotating the chassis independent of the legs, I'm absolutely sure that's possible.
Ian
03/17/2006 (9:35 am)
Stefan, I believe that stuff is in fact possible with stock Torque. You just have to have the skeleton all in the chassis, with the limbs attached to the relevant nodes.As for rotating the chassis independent of the legs, I'm absolutely sure that's possible.
Ian
#8
I could make a skeleton and attach different meshes to it? each of those meshes could carry with them, for example, their own values of mass, shield, etc...?
and i can rotate just one of the meshes bones independently?
to make the skeleton adapt to differently sized legs and arms would be a problem, really
but, thanks, I'll take a look at it
03/17/2006 (4:09 pm)
So, if I understood it well:I could make a skeleton and attach different meshes to it? each of those meshes could carry with them, for example, their own values of mass, shield, etc...?
and i can rotate just one of the meshes bones independently?
to make the skeleton adapt to differently sized legs and arms would be a problem, really
but, thanks, I'll take a look at it
Torque Owner AllynMcelrath