Game Development Community

Does the CSK have any documentation?

by Neill Silva · in General Discussion · 05/10/2008 (5:09 pm) · 7 replies

Does it? Like really, how the heck do they expect me to know how they have weapons set up, because its nothing like the original way the torque engine has

#1
05/10/2008 (7:01 pm)
What do you mean the weapons are not set up like the default torque way?

Every weapon has its own .cs file in the server/scripts directory, and uses the state system. The only thing different is how the player is assigned the weapons, which appears to be based off of the teams / class implementation.
#2
05/11/2008 (9:42 am)
I mean, in the way its modeled. The nodes are different, and the whole system is different in which its not just the gun, its the gun and the arms, and they somehow have your body not show as a first person model and just the arms, or something to that effect.
#3
05/11/2008 (11:23 am)
The nodes are the same torque setup, they just use a couple extra that the crossbow does not, like "ejectPoint" (where the shell casings eject from).

The hands setup is done using LOD's, and is not a hardcoded feature. Basically, when you are really close, the hands are rendered, every other distance is just the gun. I believe LOD0 is the model with hands, and LOD1 is without hands, but that is just a guess. Best to ask the guys over at Dreamgames, they are really good about support.

Oh and if you find out how to setup the LOD's in Milkshape, I'd love to know. Still haven't figured out how to do LOD's.. I'm just a programmer...
#4
05/11/2008 (11:44 am)
Ah alright thanks, and nah I will stay away from the dreamgames support, its horrible. Best to ask here.
#5
05/11/2008 (6:11 pm)
Excellent :)
#6
05/12/2008 (12:13 pm)
Dave, care to tell me why you found this topic before answering the PM I sent you first? lol
#7
05/13/2008 (10:04 am)
@Neill
Let me know if you need any help with your Gun modeling / setup series. I think some great steps to include in there are the 1st person hands feature, shell ejections, and getting your automatic weapons to fire consistently (using looping sounds and other techniques). I don't think there is much info on these things, it took me quite a bit of tweaking to get my machine guns to be machine guns, and not sputter guns.