BLOG REMOVED
by Ron Kapaun · 11/08/2013 (4:47 pm) · 15 comments
THIS BLOG IS REMOVED BY THE AUTHOR. THANK YOU FOR VIEWING, SHARING AND DEBATING GAMES AND GAME DEVELOPMENT FOR NEARLY A DECADE. THANK YOU FOR YOUR TIME AND EFFORT OVER THE YEARS. I SEND YOU ALL A MESSAGE OF HOPE THAT EVERYTHING YOU WISH TO ACCOMPLISH WILL COME TO PASS. I TRULY DO. GOOD LUCK, GOD SPEED AND MAY THE BUGS BE EASY TO HUNT, TRACK AND ELIMINATE. I WISH YOU ALL THE BEST OF LUCK. MAY ALL OF YOU ENJOY SUCCESS AND TRULY ENJOY GAME DEVELOPMENT FOR AS LONG AND AS FAR AS YOUR DREAMS, HOPES AND SKILLS CAN CARRY YOU.
RON
RON
About the author
Guy that has been with Torque Game Engines since... well, since here was a Torque Game Engine. (V12 and beyond).
#2
11/08/2013 (6:29 pm)
can't wait to see more! Definitely on the to pick up list.
#3
11/08/2013 (6:31 pm)
BLOG REMOVED
#4
I don't get why they actually didn't do a modern day soldier, that is a much more usable character for the majority?
I always think people want to see there game already there, like they can work with it and get prototyping straight away and that is where your packs come in also :-).
11/08/2013 (11:23 pm)
Ron, yeah I know what you mean. And a lot of people want more normal character arms. But it is a lot of work for you to release for free.I don't get why they actually didn't do a modern day soldier, that is a much more usable character for the majority?
I always think people want to see there game already there, like they can work with it and get prototyping straight away and that is where your packs come in also :-).
#5
As for the arms, something other than stock sci-fi arms is needed in stock Torque3D.
Am not sure why the committee has gone with a normal everyday person as the Torque character, I would have thought a modern soldier would have been more useful to most people or even a medieval/fantasy guy, can't think of many games the need a guy in jeans?
11/09/2013 (5:07 am)
@Ron, I feel your pain, have been working off and on with my Complete Desert Eagle for years and am still working on it LolAs for the arms, something other than stock sci-fi arms is needed in stock Torque3D.
Am not sure why the committee has gone with a normal everyday person as the Torque character, I would have thought a modern soldier would have been more useful to most people or even a medieval/fantasy guy, can't think of many games the need a guy in jeans?
#6
11/09/2013 (9:12 am)
Already looking great Ron and I've added them to my wish list. For the free pack, it might be an idea to sell them seperately. Doing so, you can get some money for them and we can decide whatever weapon we buy, depending on our needs. Anyway nice to see you didn't vanished from the earth ;)
#7
A guy in jeans will more likely be good at dying as you try and save them.
11/09/2013 (5:18 pm)
@David, yeah I think just about any game has a spot for a character to be a modern soldier.A guy in jeans will more likely be good at dying as you try and save them.
#8
That said, a modern soldier is preferable to a sci-fi soldier IMO!
11/09/2013 (9:46 pm)
I don't think this is really the place for it, but I really like the idea of having a 'normal' person with the engine. Downplays the idea that you should be making a specific type of game/theme, and opens up scope for more new ideas.That said, a modern soldier is preferable to a sci-fi soldier IMO!
#9
But how about we loose the separate arms altogether?
If we did ! Then one character would be both - Just different camera views. Arms and Body
Theres enough resolution and power now to do both in one model
Alot of the other engines work this way
Ron before you go and make a new set of Arms, would you at least consider my suggestion -
Seriously it would simplify things.
11/10/2013 (6:49 pm)
Hey Guys - Im going to suggest something that may not go over too well,But how about we loose the separate arms altogether?
If we did ! Then one character would be both - Just different camera views. Arms and Body
Theres enough resolution and power now to do both in one model
Alot of the other engines work this way
Ron before you go and make a new set of Arms, would you at least consider my suggestion -
Seriously it would simplify things.
#10
@Surge, in a perfect world the full body would be useful for Oculus Rift etc. but as it stands in normal use all you see are the arms, maybe a shoulder, of course if your doing a martial arts game legs and feet may go into view?
11/11/2013 (2:05 am)
@Ron, sorry for derailing your post :-(@Surge, in a perfect world the full body would be useful for Oculus Rift etc. but as it stands in normal use all you see are the arms, maybe a shoulder, of course if your doing a martial arts game legs and feet may go into view?
#11
11/11/2013 (2:10 am)
Yay ... another pack from Ron ... 8-}
#12
RE: Hands and stuff - Frankly, I'd much rather have the hands modelled as part of a weapon. It's much easier to deal with in terms of transitions and load out etc. That way, you only need to worry about the FSM and making sure your DAEs are set up correctly.
Also... a generic human set of arms would be the best way to go. They are more easily extended/modified to suit the needs of developers rather than outlandish and overly stylised Sci-fi stuff (not that I don't like it!).
Rich H.
11/11/2013 (3:13 am)
Great idea Ron - I'd certainly be interested.RE: Hands and stuff - Frankly, I'd much rather have the hands modelled as part of a weapon. It's much easier to deal with in terms of transitions and load out etc. That way, you only need to worry about the FSM and making sure your DAEs are set up correctly.
Also... a generic human set of arms would be the best way to go. They are more easily extended/modified to suit the needs of developers rather than outlandish and overly stylised Sci-fi stuff (not that I don't like it!).
Rich H.
#14
- Dave
11/11/2013 (11:10 am)
Don't forget guys, you don't need to have separate 1st person arms. Prior to T3D 1.2 separate arms weren't even supported. You can still use the same art for 1st and 3rd person if you want. 1st person arms is just an option for those who prefer that workflow and the advantages it brings, but as with everything, it is a trade off.- Dave
#15
New arms is just gravy on top! Curious though, is the new arms necessary to complete your pack ? or just something you would like to see ??
Cause if it was me, just saying ... focus on what is needed to complete your pack itself. Leave the extra set of arms until after thats done -- unless of course they are needed to fix some issues required to get your guns working as you wanted.
I'd definitely pick up this gun pack ... and the "new base model" pack as well, once that was released -- just to see a good example of how a model can be properly setup with all the torque features rather than half-way implemented examples. (I learn best from others examples!)
Personally, the default actor should be a good example of how to setup a model for torque ... with working examples of all the available options such as mesh hiding, correct mount points, skins, foot steps, first / third person, arms, etc.
11/14/2013 (11:32 am)
Ron @ Sounds interesting, especially like to get it to see how you get it fully scripted and such. Seems like would be lots of work to script the weapon animations and so on ... plus an animation for each of the poses (run, walk, crouch, prone) with that weapon as well. (if planned)New arms is just gravy on top! Curious though, is the new arms necessary to complete your pack ? or just something you would like to see ??
Cause if it was me, just saying ... focus on what is needed to complete your pack itself. Leave the extra set of arms until after thats done -- unless of course they are needed to fix some issues required to get your guns working as you wanted.
I'd definitely pick up this gun pack ... and the "new base model" pack as well, once that was released -- just to see a good example of how a model can be properly setup with all the torque features rather than half-way implemented examples. (I learn best from others examples!)
Personally, the default actor should be a good example of how to setup a model for torque ... with working examples of all the available options such as mesh hiding, correct mount points, skins, foot steps, first / third person, arms, etc.

Torque Owner Edward Smith
Silencersoft