Game Development Community

Glock and Mac10

by Max Thomas · in General Discussion · 06/10/2006 (10:00 am) · 43 replies

Hey guys,


I recently modeled, textures, animated, and made all the sounds necessary for a Glock and a Mac10 and made them all torque ready. I modeled them around the resource-

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9846

so that there's a high detail weapon model with hands in first person view, but in third person view there is just a simple low poly weapon model with no arms and hands. I'm thinking about putting them up for sale, but before anything I figured I'd show them off to all of you just to see what the response would be.

I was going to directly post the images into here, but I just uploaded them somewhere else to spare GG's bandwith. :P

You can find links to 8 of the images, and two movies under this link.

www.badsnax.com


Also just for the sake of it I threw the weapons into a mini game and uploaded it online, feel free to download it and see how they work and if they'd suit your game, I have a dedicated server running for it so feel free to join and mess around.

www.badsnax.com/torque/WeaponsGame.exe



Well, response's would be greatly appreciated!

Thanks, Max
#21
06/11/2006 (2:33 pm)
That's pretty cool. :)
#22
06/11/2006 (3:27 pm)
Hey Max. I have some weapons that I've purchased through other packs. Would it be easy to swap out the MAC10 for other weapons?

Thanks.
#23
06/11/2006 (3:33 pm)
Hey Josh,

Yeah I would have to say that it would be very easy to swap the MAC10 out for any other weapon. One thing that might cause problems though would be the different weapon models for first and third person, your other weapons would have to be modeled the same way I believe, otherwise it could cause problems. I'm sure there would be some way around it though.


C2: Thanks! :)


-Max
#24
06/11/2006 (3:47 pm)
@Josh: Basically you just need to follow the resource and animate/LOD your model accordingly.
#25
06/11/2006 (3:49 pm)
You mean the resource that is listed in the first post.....or are you talking about something that Max is including? I basically want the hand models and the know how.
#26
06/11/2006 (3:50 pm)
@Josh

I just tried to switch out to weapons done in the old format (1 model for all views) and Torque crashed out on me. So I think that's one of the problems Max mentioned above. It probably has more to do with the 1st/3rd engine changes (on player.cc) than anything else though.

Just guessing, but if you apply C2's changes, you will probably need to convert all of your existing weapons into the 1st/3rd LOD switching format. [Edit: and use Max's 3ds Max project file to guide you].

@C2

Very cool code resource. I'm really glad Max pointed it out. It was quick, easy, and painless -- well, maybe not for Kork. :)


[Edit: added a thought above]
#27
06/11/2006 (3:58 pm)
Yep, all of the weapons need the LOD set, even if they're the same. Also, the game provided should have the 3rd person weapon as a separate mesh, unanimated, in order to make it the way the resource really works.

Also, your demo game really screwed up my gamma. It made my screen bright even after the game was exited, and now that my screen is back to normal, it causes all Torque games to show up with maximum brightness. :/
#28
06/11/2006 (5:12 pm)
Hmm... Thats odd how the game made your gama change like that.... every time I exit out of my game it just sets my screen back to the normal, unless torque crashes and I have to close it naturally. I'll see if I can find some sort of fix for that though.

-Max
#29
06/11/2006 (6:52 pm)
@C2

Generally, if you load up a game with the gamma setting way too high, you can adjust it back to an acceptable level with the guicontrol and then "crash" the game by hitting ALT + F4. This sounds wierd, but it works. :) After that, all of your gamma settings should be pretty much where they need to be. And once you shut your system down and restart, all gamma settings should go back to system defaults.

@Max

The best way to deal with the gamma control seems to be to set it at 50% and then save the gui that it resides in. That way it should be locked in at a normal level whenever it starts up.

Actually I may be saying stuff you guys already know, but if not, I hope it helps. The gamma setting thing really had me confused when I first started using it in my apps. :)
#30
06/12/2006 (11:11 am)
Yeah, makes sense to have the gamma controll set at 50% for the norm. None the less kind of odd how when I close out of my game it reajusts it to set my normal gamma, where on C2's compuer it just locks it there... Ahh well.
#31
06/13/2006 (7:33 am)
It fixed after restart. It was odd how it only made TGE games play at the same gamma setting.
#32
06/13/2006 (2:30 pm)
I'm buying this pack right now.

@Max: I'm very interested in all modern firearms that you want to model in this fashion;

submachine guns: mp5, mp7a1, ump9, ump40, ump45
assault rifles: g36, ak47, ak74, hk416, m4, FAMAS, L85A1
sniper rifles: m24, m95, psg1, msg90
handguns: Desert Eagle, FN FiveSeven, Taurus 45, SW1911,
grenade launcher: hk69a1


There are alot more but I thought this would give you something to start with =)
#33
06/13/2006 (3:56 pm)
Nice guns....very nice.
#34
06/13/2006 (6:38 pm)
Hey guys,


Midhir: Haha wow, lot of different weapons there. Making them all really is just a matter of how much time I can scrounge up now thats summers come. Also semi depending on if a fair ammount of people could use that variety of weapons. None the less, insomnia gaurentees that I'll have some time to make a few. :P


Anguel: Thanks! :)
#35
07/12/2006 (11:43 am)
Dear Max,

I bought your pack after watching your demo video mainly to get some tips I've been looking for. After moving your sources and scripts into my game, I found very uncommon things happening.
those are,

1. weapon recoil, when firing, doesn't appear to a certain degree. I mean, when the muzzle vector
passes above approximately 45 degree, it begins to be played.
2. Fire Particle doesn't appear to a certain degree.

I made modification heavily on the game engine. I adopted Lighting Pack and advanced Weapon Recoil System by Matt. I wonder if my modification has anything to do with those. At this moment, I don't know
from where to begin to solve this problem.

So, have you or anyone experienced this happening? If so, would you leave me any piece of advice?

Thanks in advance.

Hong Jin
#36
08/06/2006 (2:37 pm)
Hey,

Sorry it took me so long to get back to you, I havn't been online in a good while now due to summer activities and other whatnot. But for question #1. I read over it a few times, I'm pretty sure I understand what your talking about. But I frankly have no idea why this would be happening. I'll try messing around with the pack on slower computers than mine to see if I get anything resembling what you just described. For question #2. I'd just say increase the weapons fire emitter time. Or you could also just decrease the alpha value of the fire particle.

Hope that helps to an extent at least.

-Max
#37
08/07/2006 (8:36 pm)
Hi Max,

Second problem was solved with your advice. But still can't find the answer for the first one.
At this moment, I'm trying to make my own gun with animation. I'll see if it is OK then come back
to here again.

Anyway thanks for your answer.

Hongjin
#38
11/26/2006 (2:46 pm)
I purchased the pack and followed the install instructions, but can't get the weapons to show up as "shapes" - they just show up as static shapes. Any ideas?
#39
11/26/2006 (3:30 pm)
Hi Erik,

A couple of quick questions. What version of Torque are you running? And are you using the stock game mod (starter.fps) or the MultiGametype starter kit that Zod released last week?

If you're running Zod's add-on kit, then that could be part of the problem. The MultiGame starter kit has a different way of implementing weapons in a game. Getting your Glock or Mac 10 into the MGSK will take a bit of extra work beyond Max's starter.fps instructions.

However, if you're running stock starter.fps, then the problem can probably tracked down to a minor error in one of your script changes. If the script is bad or isn't being exec'ed, then you will see the meshes show up as static shapes but without corresponding weapon and ammo entries in the creator tree.

Try searching through your console.log file (in the root of your game's directory) and look for any references to mac10.cs and/or pistol.cs. There should be an error in it somewhere if the scripts are being exec'ed but failing for some reason. If they are not getting exec'ed at all, then you may have left out the call for them in game.cs.

I hope all that makes sense.


[Edit: fixed a couple of thinkos]
#40
11/26/2006 (3:48 pm)
One more thing, make sure you delete all of your compiled script files (.DSO) since the engine will use those if present instead of newer cleartext script files (.CS). During development, it's good practice to get into the habit of clearing all your .DSOs after every script change. Alternately, when you are ready to ship a game to your customers, you will want to delete most of the .CS scripts and leave the .DSOs for quicker game startup times on the end-user's systems.