Tuesday, April 20, 2010
node bug : for reference
Here is the node bug i was mentioning:
all that i needed to do to cause it was to import the ted model and add a node...
i can't say definatively what is causing it:
it can't be our modding the engine, it even does it on a clean install.
it can't be collada, i put the nodes for the baseball bat in like that...
i will have to look into this...
the needed animations and nodes
this is just a quick info byte for vincent, but also usefull for anyone doing character models...
ok so i will write a quick list of the animations can use for ted (the player)
root, run, back, side, look, head, fall, land, jump, death [1-11], looksn, lookms, scoutroot, headside, lightrecoil, sitting, celsalute, celwave, standjump, looknw
for the melee stuff:
h1root, h1thrust, h1slice, h1swing, h1jumpattack, h1stun
the only animation that is REQUIRED is the look animation, and that is only because of the look-bug (withought it, the game will crash), as in everything else is for content...
nodes that you can use :
mount 0-3 for mounting weapons and objects
cam and others for the camera and stuff (mount to the head for headbob)
i'm sure there are others look at the models if in doubt...
other comments are,
i recommend having moving animations (run, back, side, etc etc) to only affect lower half, and aiming/firing affecting top half of the models... that is how torque does it....
as always use the characters in there already as a reference....
i think that is all, but i might update it later if i remember anything....
ok so i will write a quick list of the animations can use for ted (the player)
root, run, back, side, look, head, fall, land, jump, death [1-11], looksn, lookms, scoutroot, headside, lightrecoil, sitting, celsalute, celwave, standjump, looknw
for the melee stuff:
h1root, h1thrust, h1slice, h1swing, h1jumpattack, h1stun
the only animation that is REQUIRED is the look animation, and that is only because of the look-bug (withought it, the game will crash), as in everything else is for content...
nodes that you can use :
mount 0-3 for mounting weapons and objects
cam and others for the camera and stuff (mount to the head for headbob)
i'm sure there are others look at the models if in doubt...
other comments are,
i recommend having moving animations (run, back, side, etc etc) to only affect lower half, and aiming/firing affecting top half of the models... that is how torque does it....
as always use the characters in there already as a reference....
i think that is all, but i might update it later if i remember anything....
Sunday, April 18, 2010
Villains Building design and renders
Design for unnamed villain's building. Inspiration for helipad is that building from Dubai. There is a very very basic interior for the "lobby" area, with 6 lifts (well, recessed walls that will be textured as lift doors).
OK a little extra detail, as seen in the design image:
There is an antenna on the roof, which could double as a LAZOR!?! Or... Just an antenna. You decide!
There is a little door on the front of it, below the helipad, these would open up to allow fast deployment of aerial drones or getaway vehicles.
There's a big TV screen on the front so that the villain can be one of those over the top kinds who threatens you over the giant screen... Or not.
The lower floor, to me, feels a little too empty structure wise. In other words, I had a look at the loddy and thought "how is the rest of the building being supported?" This can be discussed in class.
OK a little extra detail, as seen in the design image:
There is an antenna on the roof, which could double as a LAZOR!?! Or... Just an antenna. You decide!
There is a little door on the front of it, below the helipad, these would open up to allow fast deployment of aerial drones or getaway vehicles.
There's a big TV screen on the front so that the villain can be one of those over the top kinds who threatens you over the giant screen... Or not.
The lower floor, to me, feels a little too empty structure wise. In other words, I had a look at the loddy and thought "how is the rest of the building being supported?" This can be discussed in class.
Monday, April 12, 2010
some more resources for discussion
title says it all :
http://www.torquepowered.com/community/resources/view/19617 : player controlled missles
http://www.torquepowered.com/community/resources/view/19609 : minimap
http://www.torquepowered.com/community/resources/view/19595 : weapon sway
http://www.torquepowered.com/community/resources/view/19569 : helicopter resource
http://www.torquepowered.com/community/resources/view/19509 : melee super crosshair
http://www.torquepowered.com/community/resources/view/19617 : player controlled missles
http://www.torquepowered.com/community/resources/view/19609 : minimap
http://www.torquepowered.com/community/resources/view/19595 : weapon sway
http://www.torquepowered.com/community/resources/view/19569 : helicopter resource
http://www.torquepowered.com/community/resources/view/19509 : melee super crosshair
Thursday, April 01, 2010
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