Weapon models
by Doug Hillis · in Torque Game Engine · 11/21/2006 (11:47 am) · 7 replies
I'm very new to TGE 1.5.
In my "thompson.cs" file, I see the following but am not sure what it means:
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// Weapon Item. This is the item that exists in the world, i.e. when it's
// been dropped, thrown or is acting as re-spawnable item. When the weapon
// is mounted onto a shape, the thompsonImage is used.
...
shapeFile = "~/data/shapes/thompson/weapon.dts";
------------------------------------------------------------------------------------------------
So, the above is the model that will be displayed when the item is on the ground, or when you see someone else holding the weapon (or "mounted to the character")?
Below it, I see:
------------------------------------------------------------------------------------------------
// thompson image which does all the work. Images do not normally exist in
// the world, they can only be mounted on ShapeBase objects.
...
shapeFile = "~/data/shapes/thompson/weapon.dts";
------------------------------------------------------------------------------------------------
So, this is the model that I do all my animations to and can add arms to.. the 1st person view? So, can the two shapeFile's be different? I can change the second one to, say:
shapeFile = "~/data/shapes/thompson/weapon_firstperson.dts";
Which will contain my animations such as reload, fire etc. and will have arms.
Thanks
In my "thompson.cs" file, I see the following but am not sure what it means:
------------------------------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world, i.e. when it's
// been dropped, thrown or is acting as re-spawnable item. When the weapon
// is mounted onto a shape, the thompsonImage is used.
...
shapeFile = "~/data/shapes/thompson/weapon.dts";
------------------------------------------------------------------------------------------------
So, the above is the model that will be displayed when the item is on the ground, or when you see someone else holding the weapon (or "mounted to the character")?
Below it, I see:
------------------------------------------------------------------------------------------------
// thompson image which does all the work. Images do not normally exist in
// the world, they can only be mounted on ShapeBase objects.
...
shapeFile = "~/data/shapes/thompson/weapon.dts";
------------------------------------------------------------------------------------------------
So, this is the model that I do all my animations to and can add arms to.. the 1st person view? So, can the two shapeFile's be different? I can change the second one to, say:
shapeFile = "~/data/shapes/thompson/weapon_firstperson.dts";
Which will contain my animations such as reload, fire etc. and will have arms.
Thanks
#2
11/21/2006 (1:31 pm)
You dont add arms to your weapon. The weapon is mounted to the player.
#3
11/21/2006 (1:35 pm)
I don't see any arms in the first person view?
#4
11/21/2006 (2:06 pm)
You CAN have arms in the first player view.
#5
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9846
11/21/2006 (2:25 pm)
If you want arms on the model then check this link out.http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9846
#6
11/22/2006 (12:22 pm)
Are there disadvantages to this system? For example, will the weapon's coordinates remain as world coordinates even if it's an image mounted? In another engine, 'view entities' are sometimes used for weapons, entities that are only seen on the camera view and don't translate to world coordinates.
#7
11/22/2006 (12:51 pm)
The weapons coordinates are the same, an image is an object just like anything else you see and interact with, it is just very light and not very "shapey".
Torque Owner AllynMcelrath
Ground = Object derived "object class"
Mounted (weapons mostly use this) = Image class "object".
Its the same DTS file, with two different (one appends the other) sets of information in its data block. And two different classes of objects that have different features.