Battle Frog Vehicle w/ Lights
by Britt Scott · 09/08/2008 (2:41 am) · 17 comments
I decided last week to take a break from the Mech Starter Kit. If anyone is interested in working on the kit, Please Email me! I was inspired by the Halo Style Map Tutorial that Josiah is working on. So, I began to work on a "Halo-like-Warthog" aka The Battle Frog
The Battle Frog:
Test export
Final texture. Still not the best at texturing, but I'm still giving it my best.
1st pass of adding headlights. Adding headlights was a bigger pain than I thought...
2nd pass of adding headlights
The Battle Frog:
Test export
Final texture. Still not the best at texturing, but I'm still giving it my best.
1st pass of adding headlights. Adding headlights was a bigger pain than I thought...
2nd pass of adding headlightsAbout the author
Attended Brown College in Mendota Heights, MN for Game Design and Development. Projects include the Mech Starter Kit and the Battle Frog. Currently working toward a game design career.
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#2
The Mech Starter Kit looks like a good 'first' project, keep at it; chipping away little by little!
Good luck!
09/08/2008 (7:06 am)
Could you delve into how much of a 'pain' headlights were to add? Did you need to alter Source code at all? Did you need any special art?The Mech Starter Kit looks like a good 'first' project, keep at it; chipping away little by little!
Good luck!
#3
09/08/2008 (8:59 am)
@Rex, the real pain was figuring out how to do it without any detailed Torque Lighting Kit Docs and searching through lots of lighting forum posts. I didn't need to alter source code or need any special art. I basically just went through the Lighting kit demo that comes with TGE 1.5.2 I started working with the files in: common/lighting/lights. I needed to change the light information because the nodes I wanted to use were mount4 and mount5. And there are actually two lights mounted for each headlight. One for the "shine", and the other for the "spot". I'm actually giving the Battle Frog away as a testing vehicle. Battle Frog rapidshare download (843kb)
#4
Keep it up, I want to see more of this. ;-)
09/08/2008 (11:13 am)
When I read the title, I really was't expecting to see a Warthog! :D Strangely, I had a similar idea a couple of weeks ago - creating a working Warthog (and possibly a Mongoose) in Torque.Keep it up, I want to see more of this. ;-)
#5
09/08/2008 (2:28 pm)
Nice job on the headlights. Thanks for the vehicle.
#7
. in a few words - i glad to help something that related to "mech" or "cyborg" theme.. will find some to free time
09/10/2008 (11:56 am)
argh, my previous post was eaten by the damn site.... in a few words - i glad to help something that related to "mech" or "cyborg" theme.. will find some to free time
#8
09/10/2008 (2:15 pm)
My brother and I have made several cell shaded remakes of the halo vehicles/characters but couldn't ever get the spring animations working properly something with the exported dts that it would only play the driver side springs and not the passenger. nice job on the scripting though.
#9
09/10/2008 (8:52 pm)
Could have spent more time on textures but eh. My brother made this probably two years ago, he sat for a good two hours with the computer sitting by the tv, based heavily off the H2 warthog.
#10
09/10/2008 (11:43 pm)
It's not that bad. The tires do look small. I had problems with the springs as well. In fact, if you look at the top picture, you can see one the left front spring is uncompressed. I believe I fixed it though! Your pic reminds me that sometime I need to add a turret...
#11
02/10/2009 (3:05 pm)
Thanks for the vehicle, Britt. What are the terms for using it. Please clarify your comment "giving it away for testing".
#12
02/12/2009 (10:04 am)
When I posted it, I wanted to make sure it worked ok. That's what I meant when I said testing. You can use it for whatever you like. A spot in the credits would be much appreciated.
#13
02/19/2009 (10:04 pm)
Britt, I've been playing with the vehicle, and every so often (randomly) it will lose it's headlights and they sometimes appear at the feet of the player......any idea what's going on? I'm using TGE 1.5.2.
#14
02/20/2009 (11:17 am)
Very interesting... You mean, the player like as in Kork or the vehicle? The lights attach to the vehicle via mount nodes and the light's script tells the light which mount node to attach to. So, If for some reason, It couldn't find the mount node, it might not attach properly. But, I would think, if it can't find the mount node, that it wouldn't display at all. Does your console log display anything? I'll check it out in the racing demo and see what happens.
#15
It's very random, I have not been able to replicate it. There's no console display. I've been "parking" the vehicle in a garage (dif). Before I put it there, I'd not seen this behavior. Maybe there is some interference. Once when I backed out of the garage the lights were left behind.
I'm using it in starter.fps
02/20/2009 (3:55 pm)
The lights attach to the bottom of the player, Kork, and as he walks around they point forwards just like the vehicle would.It's very random, I have not been able to replicate it. There's no console display. I've been "parking" the vehicle in a garage (dif). Before I put it there, I'd not seen this behavior. Maybe there is some interference. Once when I backed out of the garage the lights were left behind.
I'm using it in starter.fps
#16
02/22/2009 (5:33 pm)
Must be something dif related. I haven't replicated the lights staying or getting mounted to the player. The engine did crash on me when I drove really fast into a dif. I'll do some more testing and see what else I come up with.
#17
laminate wood flooring
06/23/2011 (12:54 am)
Still very nice job! As I am unaware about all this need to know that why did you get trouble in setting up headlights?laminate wood flooring

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