First Person Weapon Model?
by XoCluTch · in Torque Game Engine · 08/18/2002 (10:17 am) · 128 replies
Hey,
I am trying to make a change to the engine so when the player is in First Person model of the weapon he see's will differ from the weapon he see's in Third Person or to anyone else looking at him.
Does anyone know how i can perform a engine change like this? I'm pretty good at coding changes to the engine. But this might be a little over my head =P
Any help is Welcome..
Thanks,
XoCluTch
I am trying to make a change to the engine so when the player is in First Person model of the weapon he see's will differ from the weapon he see's in Third Person or to anyone else looking at him.
Does anyone know how i can perform a engine change like this? I'm pretty good at coding changes to the engine. But this might be a little over my head =P
Any help is Welcome..
Thanks,
XoCluTch
About the author
#22
Maybe when a call is made to start an animation on the 3rd person mesh or whatever, also pass that call to your new mesh being rendered.. just a thought
03/20/2004 (3:15 pm)
Well I dont know much about this but I hope you get it workingMaybe when a call is made to start an animation on the 3rd person mesh or whatever, also pass that call to your new mesh being rendered.. just a thought
#23
05/16/2004 (10:24 am)
Hey, if you can get this working you should type it up as a resource, I think this is a well needed feature for torque
#24
At least, that's what I think. :)
05/16/2004 (10:56 am)
I disagree for the most part. Torque does it very well already and gives more detail than Half-life Style.At least, that's what I think. :)
#25
im afraid it doesnt. By that i mean allow 2 different models per image, one for first person and one for third. (or server/client if its first person only).
05/16/2004 (11:02 am)
Does it already?im afraid it doesnt. By that i mean allow 2 different models per image, one for first person and one for third. (or server/client if its first person only).
#26
The problem I haven't solved yet is that dying and press tab swaps the model on the dead body. Think its a bug higher up though (dead shouldn't be getting view change buttons should they?).
05/16/2004 (11:30 am)
I've (almost) managed to do it. The basic approach is to add two shapeData structures to ShapeBaseImageData and a pointer to the current one being used, which one is current is based on the firstperson flag. Then cut and paste the loading code so that both shapeData structure are loaded.The problem I haven't solved yet is that dying and press tab swaps the model on the dead body. Think its a bug higher up though (dead shouldn't be getting view change buttons should they?).
#28
05/16/2004 (2:44 pm)
Westy: Really sorry, I was not clear in my post. I think Torque does the weapon thing GREAT already, without the need for a second model. I guess this feature is so that you can make a high poly version for the view and a lower for the playermodel.
#29
With a second model the system will still look the same but will have many other features, for instance, the gun will no long 'float' in the air, you will be able to add arm models. You will also be able to add iron sights to your game and many other options.
The system which is currently in place is outdated, that is why many of us are looking forward to this mod/hack.
05/16/2004 (10:42 pm)
Stefan,With a second model the system will still look the same but will have many other features, for instance, the gun will no long 'float' in the air, you will be able to add arm models. You will also be able to add iron sights to your game and many other options.
The system which is currently in place is outdated, that is why many of us are looking forward to this mod/hack.
#30
05/20/2004 (6:49 am)
Sorry to bump this topic, but I was wondering how this was going?
#31
05/20/2004 (7:11 am)
Hmmm, well.. guess you're right. But I can't see what you mean with "gun float in the air"
#32
Im not working on this atm, working on physics. But i will get it done after we transitioned to TSE (hopefully soon :( ?)
05/20/2004 (8:13 am)
He mean with nothing visibly holding it up in front of you.Im not working on this atm, working on physics. But i will get it done after we transitioned to TSE (hopefully soon :( ?)
#33
06/14/2004 (6:59 am)
Hey I was just wondering how this was going, any progress?
#34
06/17/2004 (6:23 pm)
I will be working on this soon.
#35
06/19/2004 (5:34 am)
I also am going to try messin arond and seeing what i can get cause i too need somethin like this.
#36
06/27/2004 (12:24 am)
Hey Jacob, how well did you do with this?
#37
06/27/2004 (4:44 am)
Oh ya, sorry but unfortunatly i didn't get to it yet.. :( A bunch of other crap came up suddenly, been doin that.. But now that im done with it mostly, i think i could be able to try this tomarrow..
#38
06/27/2004 (7:39 am)
This is on my todo list, and will reach the top pretty soon :)
#39
07/16/2004 (6:52 am)
I hate to be a pain but I was looking for a bit of an update, I have got to the point where this needs to be added to my game, I have added the code above and played around with it but can't seem to get them animating... any ideas?
#40
07/17/2004 (3:53 am)
*BUMP*
Torque Owner Westy