First person legs and body

Level design, models, animations, physics, etc.

Re: First person legs and body

marauder2k9
Posts: 257
Joined: Wed Feb 18, 2015 7:36 am
yea arms would be basically what the fp arms are at the moment

Re: First person legs and body

Duion
Posts: 1316
Joined: Sun Feb 08, 2015 1:51 am

So you have to load two separate models into the first person? Cannot imagine right now how this should be done.

Re: First person legs and body

marauder2k9
Posts: 257
Joined: Wed Feb 18, 2015 7:36 am
the same way it is done already just the first lod of the 3rd person model that renders along with the first person arms would be the one without the head and arms

Re: First person legs and body

Duion
Posts: 1316
Joined: Sun Feb 08, 2015 1:51 am

I think this has to be modded, since I don't think Torque supports that by default.

Re: First person legs and body

marauder2k9
Posts: 257
Joined: Wed Feb 18, 2015 7:36 am
I think torque already uses the 1st lod of the 3rd person model for this im not sure, the only thing i think should present a problem would be the shadows, shadows will have to come from the next lod mesh

Re: First person legs and body

Duion
Posts: 1316
Joined: Sun Feb 08, 2015 1:51 am

Your soldier has 4 arms, you see the problem now?

Re: First person legs and body

marauder2k9
Posts: 257
Joined: Wed Feb 18, 2015 7:36 am
which is why i posted the picture of the valve resource

Re: First person legs and body

marauder2k9
Posts: 257
Joined: Wed Feb 18, 2015 7:36 am

^^ like this you see? no arms in 3rd person mesh, i think this should be the first lod model for it to work properly so it doesnt make 4 arms in first person view

Re: First person legs and body

Nils
Posts: 164
Joined: Thu Feb 05, 2015 3:32 am
Get where you're aiming at marauder2k9, it's a good idea!

A problem though is that if you swap the TP mesh with this in a multiplayer game it will be visible to other players. It will include some code changes to make this work properly.

Instead of creating a separate mesh without arms and a head you could also use skins. You then just create the diffuse map with an alpha channel where the arms and head are transparent. The TP material would not use transparency but the FP legs material would. This way you can save the extra polys and work you'd need for a separate mesh!
// Material for the TP body
singleton Material(base_CharacterMat)
{
diffuseMap[0] = "art/actors/actor_diff.dds";
}

// Material for the FP legs
singleton Material(legs_CharacterMat)
{
diffuseMap[0] = "art/actors/actor_diff.dds";
alphaTest = "1";
alphaRef = "48";
}
Further if you manage to render the FP legs material on the client side only, and show the TP material for other players you'd solve the above problem as well.

Re: First person legs and body

Duion
Posts: 1316
Joined: Sun Feb 08, 2015 1:51 am

But why not use a model with arms?

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