Vehicles

The land-based version of Allegiance, under construction.
barricuda
Posts: 299
Joined: Wed Jul 14, 2004 7:00 am
Location: Los Angeles

Post by barricuda »

i saw that pic of hockfires choper and thought i can make somthing like that...no movin parts right? i dont know the detail level so i kept it dumbed down as best i can...what ya think?













if you want this model for the project PM me.. and tell me what format (3ds, ect)
the universe is a big place...you will not be missed.
(\__/)
( ;..;) <---and one bunny to rule them all...
(")_(")
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

Torque can have moving parts
Image
ImageImage
barricuda
Posts: 299
Joined: Wed Jul 14, 2004 7:00 am
Location: Los Angeles

Post by barricuda »

Andon wrote:QUOTE (Andon @ Aug 28 2008, 02:59 PM) Torque can have moving parts
then exhaust jets, wing barbs, cargo payload doors can all move
the universe is a big place...you will not be missed.
(\__/)
( ;..;) <---and one bunny to rule them all...
(")_(")
Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

The was a discussion on moving parts because there was the idea that they could hog/slowdown the server/client.

Not sure if that's a fact or a myth though.

EDIT: Very nice ship barri, it would look cool as a Giga capship of some type.
Last edited by Hockfire on Thu Aug 28, 2008 8:31 pm, edited 1 time in total.
zdude1994
Posts: 217
Joined: Sat Mar 08, 2008 7:19 pm
Location: Like hell if I know.

Post by zdude1994 »

I have a question, is this a futuristic or real-time setting? and what is the terrain?
Image
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

Hockfire - Tribes is on what is essentially the Torque engine. So is Tribes II, and Tribes Vengeance. Different engines, but the same basis as torque. They all have every person animated in several ways, including emotes and such. There are also moving turrets, with moving guns. And each gun has separate animations. Practically every game has animations on everything. It's not something that will bog down the bandwidth in a manner that would be even noticeable. There would have to be thousands of people on one game for it to be an issue.
Image
ImageImage
zdude1994
Posts: 217
Joined: Sat Mar 08, 2008 7:19 pm
Location: Like hell if I know.

Post by zdude1994 »

When you are in a car vehicle, how do you aim and shoot? normaly I dont think you can shoot upward toward aerial targets.
Image
Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

QUOTE I have a question, is this a futuristic or real-time setting? and what is the terrain?[/quote]
Futuristic - its at the front row of history (means its so futuristic it hasn't quite happened yet /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
The terrain is still being discussed/developed. I believe Rad (and possibly dare) are working on terrain generators. Some dirt, water, some grass/vegetation, perhaps lava, ice or something like ice, and of course a pinch of He3. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

QUOTE It's not something that will bog down the bandwidth in a manner that would be even noticeable. There would have to be thousands of people on one game for it to be an issue.[/quote]
Zone games? /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Anyway, since moving parts dont seem to be a problem, i guess we dont need to worry. Bring in the eye candy!

QUOTE When you are in a car vehicle, how do you aim and shoot? normaly I dont think you can shoot upward toward aerial targets.[/quote]
That's probably something that will require balance. I can tell you that Vehicles wont excell at aircraft (so vehicles are not overpowered enough, if you are exp /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />) but some can shoot at air (albeit nowere near a 90º turn). See for yourself; purple is gun range and blue is view range (how much your view can pan).
Vehicles can use turrets if they want to hit air aswell.



The tank (formelly bomber) can shoot air, but aiming large sheels at 200 mps figbees is somethign you may put aside.


The Destroyer, albeit, has missiles, and a very effective anti-vehicle gun. Although its missiles may hit aircraft, its purpose could be purely land-based.


Other stuff, like Belter's assault meshes, are articluated, so they can hit aircraft better and present a turn of the tide for exp.
Like Alleg, Quantus will have lots of small cool things like this that are fun to discover and will improve your enjoyement a lot. /cool.gif" style="vertical-align:middle" emoid=":cool:" border="0" alt="cool.gif" />



I have a question aswel. Since Torque requires so many stuff to be linked (chassis, etc) is it required to subdivide "gun" in "trigger", "bullet", "capsule", "ammo", "scope", and what-nots? And just for interest, how do you link them in torque as a child?
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

It's linked using the modeling engine, which is usually 3ds max. Look up some 3ds max tutorials and you should be able to find what you're looking for. And I don't know about the specifics for torque models
Image
ImageImage
zdude1994
Posts: 217
Joined: Sat Mar 08, 2008 7:19 pm
Location: Like hell if I know.

Post by zdude1994 »

If anyone here owns a cop of grand theft aust SA, will shooting in a car be like the full-aim while driving chaet. Its realy hard to control the vehicle w/ that cheat.
Image
Post Reply