Where can I find info on how to set up vehicles in max to export properly to torque
by Randy Paterson · in General Discussion · 07/24/2012 (12:19 pm) · 4 replies
I have several ww2 vehicles I would like to export from max to t3d. I have exported them to bf2 and cry engine in the past . I have looked thru the forums but havent found much info on how to name and link the parts in max to properly export. Also looking for some basic info on how to script them. Any help would be apprecaited.Here's a couple of renders ingame of the vehicles in working on, the textures are just temporary
[IMG]http://img.photobucket.com/albums/v303/caribcanuk/th_cmp_variants.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v303/caribcanuk/th_opel_varaints.jpg[/IMG...
[IMG]http://img.photobucket.com/albums/v303/caribcanuk/th_cmp_variants.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v303/caribcanuk/th_opel_varaints.jpg[/IMG...
About the author
Been working with various mod teams mostly in fps game for last 6 yrs.Graduated last November from dartt school , took a 1 year game artist course 97% average.
#2
Randy
07/25/2012 (10:36 am)
Much appreciated that helps alot , I was wondering if there are any good books that a person could buy explaining the process of putting these models ingame and scripting them.Randy
#3
It's really all about[imho]the back and forth iterations between datablock values and the geometry/collision combinations of the art in the engine, and I doubt you'll find that anywhere outlining how to do each 'type' of wheeled vehicle or other.
Follow the SDK example of the 'cheetah' object and the 'default' buggy; the examples really give a good idea how to approach the objects, ;).
Good luck and happy motoring! I put together the art and scripting for a few wheeled vehicles for a product some ago, the 'CombatStarterKit' product, no longer available. I did do quite an extensive write up on how I had to do the vehicles I was working on, those mounted turrets and many passengers...
07/26/2012 (6:45 am)
Not really, Randy. The Ed M. "Game Programmers Guide to Torque" explains all the fields, nodes, etc... associated with the object[and the other 'vehicles' as well]. I haven't really seen a, "This is how you script and art up vehicles" book or tutorial.It's really all about[imho]the back and forth iterations between datablock values and the geometry/collision combinations of the art in the engine, and I doubt you'll find that anywhere outlining how to do each 'type' of wheeled vehicle or other.
Follow the SDK example of the 'cheetah' object and the 'default' buggy; the examples really give a good idea how to approach the objects, ;).
Good luck and happy motoring! I put together the art and scripting for a few wheeled vehicles for a product some ago, the 'CombatStarterKit' product, no longer available. I did do quite an extensive write up on how I had to do the vehicles I was working on, those mounted turrets and many passengers...
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