The upcoming IAV pack.
by Adam Wilson · in General Discussion · 04/11/2007 (2:18 pm) · 62 replies
In addition to the 3D geometry of the IAV (.dts\.max), we will provide all vehicle support scripts, documentation on integrating with TGE\TGE-A, muliple skins for different camo types, driver and passenger seat mounts (for interior), with associated action maps, animated hatches, and working TLK brake and head lights.












About the author
#42
11/20/2007 (11:36 am)
Thanks, i wasnt kidding about being the first :) Im looking forward to your other projects as well. But yah, lets hope, maybe GG should cross train...
#43
11/20/2007 (11:40 am)
@Novak We don't have access to the RTS Pack. That might be a consideration in the future. Perhaps RTS unit packs in the future.
#44
11/20/2007 (1:35 pm)
Im a newbe to 3d game developement and might get TGE. Im just curious, how hard is it to make such a model yourself and how long time could it take?
#45
If you are learning a modeling application, learning texturing basics, then learning how to setup models correctly for export into Torque and then how to set them up inside of Torque, you have a lot of learning roadblocks that will make the process much more difficult and take much longer. However, if you know you modeling package intimately, you already have one roadblock out of the way. Now you just have a couple of others that will jump out at you.
So it's a very hard question to answer.
11/21/2007 (6:45 am)
That question is loaded with a number of variables. If you have no modeling experience, it will take you exponentially longer than someone with limited experience and even longer than someone extremely experienced with their modeling package and its engine usage.If you are learning a modeling application, learning texturing basics, then learning how to setup models correctly for export into Torque and then how to set them up inside of Torque, you have a lot of learning roadblocks that will make the process much more difficult and take much longer. However, if you know you modeling package intimately, you already have one roadblock out of the way. Now you just have a couple of others that will jump out at you.
So it's a very hard question to answer.
#46
11/26/2007 (9:32 pm)
I got it nov26 11:32 :) First post :) now to push my 56k modem to is capacity.
#47
@Adam. As David suggests, this is a very hard or impossible question to answer. If you have not developed vehicles for use in Torque then the Stryker IAV Content Pack will help to ease the initial learning curve in how levels of detail, mount nodes, hubs, skins and more are setup as part of your model for export into the Torque .dts format for in game use.
11/27/2007 (7:13 am)
@Edward. Thanks for purchasing the pack!!! I have submitted an inquiry to GG about the purchase not showing up on your account page and will work with GG to make sure this gets cleared up as soon as humanly possible.@Adam. As David suggests, this is a very hard or impossible question to answer. If you have not developed vehicles for use in Torque then the Stryker IAV Content Pack will help to ease the initial learning curve in how levels of detail, mount nodes, hubs, skins and more are setup as part of your model for export into the Torque .dts format for in game use.
#48
11/27/2007 (9:36 am)
How many poly's is it. Also does TGEA pack have normal maps?
#49
Cool explosion and a great addition to GG- nice work.
11/27/2007 (2:24 pm)
Hmm maybe it's just me, but I think the pack should include the dude that rides in the IAV as well. Don't get me wrong it's a great pack, but as it does rely on troops to complement the action, one included wouldn't go astray even if you didn't provide the source.Cool explosion and a great addition to GG- nice work.
#50
TGEA has Normal Maps along with the materials.cs file.
11/27/2007 (2:35 pm)
Show Tools reads in the main body Detail Polys: Max to DTS = 2531 and Blender to DTS = 2676 TGEA has Normal Maps along with the materials.cs file.
#51
Next stop Aircraft Carriers.
11/27/2007 (2:57 pm)
Just pick up the soldier pack and get the whole package its well worth the money. I have the tank, humvee, the stryker the soldier all i need is that heli pack they are looking at next andill be able to do a modern warfare shooter straight from GG.
Next stop Aircraft Carriers.
#52
11/28/2007 (6:04 am)
So you want an aircraft carrier content pack? I'm making ships right now.
#53
11/28/2007 (6:22 am)
Doh! Mind posting some screenshots? USS Kitty Hawk in Torque? :-)
#54
11/28/2007 (6:36 am)
I'll blog my progress then... it's part of my Brave redesign, I'm doing a kinda Independence Day treatment - so conventional weapons verses alien tech. Makes more sense to make reusable objects for everyone's benefit.
#55
11/28/2007 (6:59 am)
Actually if you look at the helicopter picture above, they have a ship hidden around somewhere. It even has lights.
#56
11/28/2007 (11:10 am)
Nice I will be buying the pack tonight.
#57
Btw this picture will be updated with the stykers in it and maybe some surprises.
12/10/2007 (11:24 pm)
Hey im currently working with the pack, and after adding the tank pack i began getting a mounting conflict, bear in mind that i added the tank pack first. and it worked fine, loaded fine, mounted and fired all successfully. Now i added the Styker Code and all the code but one piece seems to conflict. the Player mount code conflicts with the tank/Bravetree code pack, Perhaps i should start a forum in the private area.
Btw this picture will be updated with the stykers in it and maybe some surprises.
#58
12/10/2007 (11:49 pm)
Brief update, now hes stuck on the tank muzzle point... which is funny, but deadly to the player.. but its a start, im heading to bed, if you have any input please link it to the private or ill start one in the morning.
#59
Second You have to have the right Action Map for the tanks in actionMapForMountPoint[0] and you have to have the right mount point for you to mount to the driver so you are going to have to change your mount0 to your driver and change your weapon to something like mount10 after you change the mount nodes you will have to change mountPoint in ShapeBaseImageData to mountPoint = 10;
So the weapon will mount right.
Good rule to remember is that Seats come first then weapons and any extra mount objects. So make sure that you start with mount0 and I think in the tanks you mount the driver to mount5 so you will have to change that.
Refer to documentation its all in there.
GG is supposed to be setting up a forum for pack buyers and we are waiting on them for that
12/11/2007 (8:35 am)
First Thing is first.. you have to have this in your datablock TankShapeData()//================================================== // These are REQUIRED fields to have for any vehicle // These value are used in server\scripts\player.cs // in the function Armor::onMount and numMountPoints = 1; // You need to have the same number of groups below // as numMountPoints actionMapForMountPoint[0] = "tankShapeDriverMap"; mountPose[0] = "Sitting"; mountPointTransform[0] = "0 0 0 0 0 1 0"; isProtectedMountPoint[0] = false; mountCloaked[0] = true;
Second You have to have the right Action Map for the tanks in actionMapForMountPoint[0] and you have to have the right mount point for you to mount to the driver so you are going to have to change your mount0 to your driver and change your weapon to something like mount10 after you change the mount nodes you will have to change mountPoint in ShapeBaseImageData to mountPoint = 10;
So the weapon will mount right.
Good rule to remember is that Seats come first then weapons and any extra mount objects. So make sure that you start with mount0 and I think in the tanks you mount the driver to mount5 so you will have to change that.
Refer to documentation its all in there.
GG is supposed to be setting up a forum for pack buyers and we are waiting on them for that
#60
And in case your wondering the extent of vehicle classes :) Heres a bit of a updated picture for you
. I need to dig out my mechs now :)
12/11/2007 (8:45 am)
Yah i looked at the documention, implimentation is fine for the striker,and with some good use of else if, i have managed to get most of my vehicles actually mounted. In the case of the tank, it still mounts on the muzzlepoint oddly enough. And in case your wondering the extent of vehicle classes :) Heres a bit of a updated picture for you
. I need to dig out my mechs now :)
Torque Owner JPaxson
In the process of writing this I actually just got a reply e-mail from James. The "upload" guy couldnt be contacted and won't be available until Monday. James promises it will be up on Monday the 26th of November. I hope the upload guy doesn't get hit by a bus, or he would take the secrets of uploading content to the GG store to the grave with him apparently =). We are extremely sorry for all of the delays, but it has been out of our hands for some time. We are as frustrated as you.