Mounting a dts weapon to a dts player.
by Matthew Harris · in iTorque 2D · 05/27/2009 (9:38 am) · 5 replies
Hey,
I did some research but didn't come up with much.
Is it possible to mount a dts weapon to the weapon slot/mount point of my dts player in iTGB. I been looking/playing around with the t2dShape3D code, but no success.. yet. If anyone has a solution for this let me know. I guess I can always open up the model in a modeling program and mount it there and hope my dsqs are fine. I haven't been able to open my model pack i bought that has a .x, .3ds, .fbx in blender :( (it has .dts too, but I don't think there is a dts importer).
Ideally i would like to just mount the weapon so I can switch weapons.
- Matt
I did some research but didn't come up with much.
Is it possible to mount a dts weapon to the weapon slot/mount point of my dts player in iTGB. I been looking/playing around with the t2dShape3D code, but no success.. yet. If anyone has a solution for this let me know. I guess I can always open up the model in a modeling program and mount it there and hope my dsqs are fine. I haven't been able to open my model pack i bought that has a .x, .3ds, .fbx in blender :( (it has .dts too, but I don't think there is a dts importer).
Ideally i would like to just mount the weapon so I can switch weapons.
- Matt
#2
05/30/2009 (2:03 pm)
Yeah, this could be a useful resource.
#3
05/30/2009 (9:06 pm)
Yes I'd very much like this. I'm going to try to use 3d shapes for my animated sprites for my next game. Obtaining high quality 2d rendered sprites is really hard/expensive. Especially got when there are all kinds of combinations possible. I'm going to try to get my current game out the door with what I have, and then take the big hit and step up to a 2d but partial 3d game for my next one.
#4
another reason is pvr doesn't look good with transparency in my experience AND cell image mode doesn't work with pvr in itgb yet.
the main reason why I wrote this code is because the art pipeline for dts is horrible. There is no easy way to merge two dts files... I needed my weapon to attache to mount0, mount1, etc.
Now we can use multiple weapons which would also be a ton of rendering if sprites.
I have a 620 poly character (lowest LOD) and a 200 or so poly weapon. Both textures are pvr. My background tiles and platforms are pvr too. I am getting 17 fps at rest and of course it drops when i fire a projectile. (Still have to look into pooling to maintain it) But 17 fps with that setup is unacceptable.
05/30/2009 (10:47 pm)
yeah my character has some nice animations 12 of them. I didn't want to render the sprites in to sheets because they take forever to load and its too much time to render them out with spriteworks (great program).another reason is pvr doesn't look good with transparency in my experience AND cell image mode doesn't work with pvr in itgb yet.
the main reason why I wrote this code is because the art pipeline for dts is horrible. There is no easy way to merge two dts files... I needed my weapon to attache to mount0, mount1, etc.
Now we can use multiple weapons which would also be a ton of rendering if sprites.
I have a 620 poly character (lowest LOD) and a 200 or so poly weapon. Both textures are pvr. My background tiles and platforms are pvr too. I am getting 17 fps at rest and of course it drops when i fire a projectile. (Still have to look into pooling to maintain it) But 17 fps with that setup is unacceptable.
#5
Thanks
08/11/2009 (12:37 pm)
Did that resource ever come through? Or can you at least give me a little bullet-list of the features that had to be reimplemented?Thanks
Torque Owner Matthew Harris
Its not to clean but if people show interest I will clean it up and release it as a resource. It would be a great thing to add to TGB/iTGB as it was missing this functionality. I modified t2dShape3D.
- Matt