Game Development Community

New to TGE

by Bryan Moscato · in General Discussion · 02/18/2008 (1:52 pm) · 1 replies

Hey All,

I purchased the TGE today and I went through the Torque 1.5 - Introductory Tutorial. I made my own little world, built and collected the logos and put up a basic structure. But I have a question; how do I get rid of the blue guy and replace him with my own model or the orc that is in the demos?

Regards,

Bryan

#1
02/18/2008 (2:48 pm)
In the scripts: starter.fps/server/scripts/player.cs
contains the "player" definition. Change the datablock PlayerData(PlayerBody) field shapeFile to call out a different "DTS" file with the new character.

If you create a new character from scratch, then you would create a new version of the data/shapes/player folder with a new player.cs file (same name, different folder and function) to define any external animations.

Some complications:
1. Animations depend on the lengths of the bones and so on. If you change the character's shape significantly, then the sample animations will start to look funny so you would have to redo those. (An artist's task.)
2. some of the animations need to stay in the same places because the code expects them to exist as normal so it can do walking around actions properly. (The first 8 or so animations must exist appropriately (in the normal order) for the stock TGE systems to operate correctly.)

See the tutorials about creating characters/player models for considerably more detail about the artist's tasks, and exporting from the art tool into the TGE format.