NEPTUN PACK - Mission preview
by D Fasel · 03/16/2013 (10:48 am) · 15 comments
It is a while ago since my last Blog about this content pack. Time to show you the news. This kit content at moment more as 500 hour of work and i can see a light in the horizon...
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The last weeks I redesigned some of the models and animations. I made a second jellyfish, a damselfish and a rabbitfish. The last 2 fish are in the same quality like the piranha is. I also finished the skeleton. You can see in the movie the ding player change to a skeleton, but only if the piranhas did damage.
I also designed a hidden submarine base with a little bunker system. This will also be content of this kit.
The scripts got a lot helping text, so you can see what the script is doing with the models.
preview movie of the demo mission:
This Art pack content a lot hour of work. Hopefully a lot people can use it to create ocean and water games/scenes.
Edit: This is a picture of the new vehicle boat, made for the neptun pack.

OK, that's all for now, have a good time, and thanks for reading.
-------------------------------------------------------------------------------------------------------------
The last weeks I redesigned some of the models and animations. I made a second jellyfish, a damselfish and a rabbitfish. The last 2 fish are in the same quality like the piranha is. I also finished the skeleton. You can see in the movie the ding player change to a skeleton, but only if the piranhas did damage.
I also designed a hidden submarine base with a little bunker system. This will also be content of this kit.
The scripts got a lot helping text, so you can see what the script is doing with the models.
preview movie of the demo mission:
This Art pack content a lot hour of work. Hopefully a lot people can use it to create ocean and water games/scenes.
Edit: This is a picture of the new vehicle boat, made for the neptun pack.

OK, that's all for now, have a good time, and thanks for reading.
About the author
Working in the team of Winterleaf Entertainment as an Lead Level Designer and Environmental Artist. Selling content and art packs ready for T3D at my shop www.game3d.ch/shop
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#2
@D Fasel, This is awesome work! I want just for the fish, just for the ships, just for the underwater scenes! Well done!
03/16/2013 (10:34 pm)
WANT!@D Fasel, This is awesome work! I want just for the fish, just for the ships, just for the underwater scenes! Well done!
#4
03/18/2013 (6:02 pm)
Nice work Daniel.
#5
This week i started do make a third war ship. The plane is to get this to the pack as a surprise of a boat vehicle. All the time i been at working on this pack i missed a boat to drive around. But I'm not sure i can code that. I know how to make wheeled vehicles, and it have code in torque for the flying, and hover vehicle also, but I can't find any boat vehicle code in the engine source.
One of the points I had in focus, at the neptun pack, was not to change the engine code!
So my question here to you all: Is it possible to make a boat vehicle only with scripting?
Any help on that would be more as welcome :)
Anyway, the new vehicle boat will be in the pack, also if the boat may don't get a boat vehicle code.
03/20/2013 (4:15 am)
Thanks all :)This week i started do make a third war ship. The plane is to get this to the pack as a surprise of a boat vehicle. All the time i been at working on this pack i missed a boat to drive around. But I'm not sure i can code that. I know how to make wheeled vehicles, and it have code in torque for the flying, and hover vehicle also, but I can't find any boat vehicle code in the engine source.
One of the points I had in focus, at the neptun pack, was not to change the engine code!
So my question here to you all: Is it possible to make a boat vehicle only with scripting?
Any help on that would be more as welcome :)
Anyway, the new vehicle boat will be in the pack, also if the boat may don't get a boat vehicle code.
#6
Deepscratch has boats working in his DRIVE pack ... but not clear if its script only or requires source changes. Although, now that source code is free to all ... not a big deal to make code changes.
http://www.garagegames.com/community/blogs/view/21346
03/21/2013 (6:29 pm)
D Fasel@Deepscratch has boats working in his DRIVE pack ... but not clear if its script only or requires source changes. Although, now that source code is free to all ... not a big deal to make code changes.
http://www.garagegames.com/community/blogs/view/21346
#7
03/21/2013 (10:11 pm)
@ Jeff: The link don't works. But thanks for your post. :)
#8
great work on those ships
there is something i wanted to ask (might be even too much to ask but hey one can try ;) )
how do you mount the diver suit objects to the player when he enters/ exits the whater?
it would help a great deal.
thx for readin.
04/02/2013 (7:24 am)
@D Faselgreat work on those ships
there is something i wanted to ask (might be even too much to ask but hey one can try ;) )
how do you mount the diver suit objects to the player when he enters/ exits the whater?
it would help a great deal.
thx for readin.
#9
here a raw receipt, how to make a diver suits to the player.
1. I added more mount points to the player. just by using the editor.
2. we have player Armor::onEnterLiquid and Armor::onLeaveLiquid function in server/player.cs. There i added some mount function in enter liquid.
// this add fins to the player, if he enter water
%obj.fins1 = new StaticShape()
{
dataBlock = "FINS";
position = "0 0 0";
rotation = "0 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
MissionCleanup.add(%obj.fins1);
%obj.mountObject(%obj.fins1, 3);
3. In onLeaveLiquid you have to remove all the mounted diver items.
4. Also remove all diver items, if the player dies or enter a vehicle and such.
// this remove the fins
if(isObject(%obj.fins1)) %obj.fins1.delete();
It is not hard to make all that!
Hope this helps you :)
04/02/2013 (8:35 am)
@ Jolinar:here a raw receipt, how to make a diver suits to the player.
1. I added more mount points to the player. just by using the editor.
2. we have player Armor::onEnterLiquid and Armor::onLeaveLiquid function in server/player.cs. There i added some mount function in enter liquid.
// this add fins to the player, if he enter water
%obj.fins1 = new StaticShape()
{
dataBlock = "FINS";
position = "0 0 0";
rotation = "0 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
MissionCleanup.add(%obj.fins1);
%obj.mountObject(%obj.fins1, 3);
3. In onLeaveLiquid you have to remove all the mounted diver items.
4. Also remove all diver items, if the player dies or enter a vehicle and such.
// this remove the fins
if(isObject(%obj.fins1)) %obj.fins1.delete();
It is not hard to make all that!
Hope this helps you :)
#11
Not a big thing to help :)
Maybe use this in enter liquid:
if (%obj.isbot == false)
{
all your mounts
}
or AI/Bots will also mount the items.
04/02/2013 (9:01 am)
@ Jolinar:Not a big thing to help :)
Maybe use this in enter liquid:
if (%obj.isbot == false)
{
all your mounts
}
or AI/Bots will also mount the items.
#12
I am one of the programmers of the "PiratesAhoy!" modding community. We are evaluating engines for the development of our historical naval simulation game "Hearts Of Oak, Conquest of the Seas". I wonder if Torque3D is suitable, and I have posted another specific thread where I asked about ships and water simulation. One of the answers lead me here.
@D Fasel: First of all, great job! I've had a look to your web site and all your models look really impressive. I have a question about the piece of software you used for simulating water and waves: is it opensource or is related to the Neptun PAck release?
Thanks in advance
links to our project:
http://www.piratesahoy.net/threads/hearts-of-oak-news-update.21140/
11/07/2013 (12:38 am)
Hello Everybody,I am one of the programmers of the "PiratesAhoy!" modding community. We are evaluating engines for the development of our historical naval simulation game "Hearts Of Oak, Conquest of the Seas". I wonder if Torque3D is suitable, and I have posted another specific thread where I asked about ships and water simulation. One of the answers lead me here.
@D Fasel: First of all, great job! I've had a look to your web site and all your models look really impressive. I have a question about the piece of software you used for simulating water and waves: is it opensource or is related to the Neptun PAck release?
Thanks in advance
links to our project:
http://www.piratesahoy.net/threads/hearts-of-oak-news-update.21140/
#13
All water effects I used in the pack, should be in the basic version of MIT Torque. the neptun pack is more about a lot models, ready for Torque. It contend as bonus a demo mission with usefully script snippets.
11/07/2013 (12:52 am)
@ Danduk82:All water effects I used in the pack, should be in the basic version of MIT Torque. the neptun pack is more about a lot models, ready for Torque. It contend as bonus a demo mission with usefully script snippets.
#14
Anyway, I will have a look the engine more in detail.
Thanks a lot for your quick answer.
11/07/2013 (1:31 am)
@D Fasel: Wow, great. Do you know if there is a sort of support for buoyancy effects? Or shall I program it from scratch? Anyway, I will have a look the engine more in detail.
Thanks a lot for your quick answer.
#15
Let me know if you want to collaborate on anything.
11/10/2013 (8:10 pm)
The default buoyancy in Torque is not sufficient for boats. You'd need to code your own most likely. I'm trying to get an algorithm that turns the collision shape into voxels and applies forces, but I'm having issues. Let me know if you want to collaborate on anything.

Torque 3D Owner Paul Yoskowitz
WinterLeaf Entertainment