CREATING GAME ART FOR 3D ENGINES- P7

CREATING GAME ART FOR 3D ENGINES- P7: Iwish to thank the editing team at Charles River Media (Emi Smith, Karen Gill, Jennifer Blaney, and Jenifer Niles) for their help in getting this book publish-ready. Thanks, too, to my technical editor, Mike Duggan. Also deserving recognition are the guys who make the Torque Game Engine available, GarageGames, who directly or indirectly made this book and the accompanying CD possible. In particular, I want to thank Joe Maruschak at GarageGames for the great articles and forum answers that have helped me and many others get a handle on this engine. I. | 158 Creating Game Art for 3D Engines Find function onServerCreated Edit exec . To read exec . Find Starting equipment Edit Crossbow 1 CrossbowAmmo 100 CrossbowImage 0 To read RayGun 1 RayGunAmmo 100 RayGunImage 0 Editing is the script file that sets many of the parameters that the main character in the game uses. Here two inventory lines are being added. Find Allowable Inventory Items Then add these lines maxInv RayGunAmmo 50 maxInv RayGun 1 Chapter 6 Exporting Game Art 159 Editing The example given here applies if you want to assign the raygun to both the player and the AI player the character that the computer controls . In Chapter 12 Character Exporting another scenario is presented in which a new player definition is created for the AI player. This scenario uses a robot character mesh and a blaster instead of a raygun. Find function AIManager spawn Edit CrossbowImage 0 CrossbowAmmo 1000 To read RayGunImage 0 RayGunAmmo 1000 The raygun data files are located in Scripts Data Shapes Raygun on the companion CD-ROM. The associated scripts for the raygun are located in Scripts Server on the cd Scripts on the companion CD-ROM. PRODUCING SIMPLE SHAPE ANIMATIONS If you want to animate a simple shape such as getting a flag to wave a tree to move or a door to slide open and closed continuously the first thing you need is an animation that works. You also need a Sequence object that defines the frames of the animation and the correct export settings. In addition you need a datablock that defines the DTS file as well as the name of the animation sequence and a reference in the file that points to the datablock. Finally you need to place your DTS object in the proper folder and add the DTS object to your Torque mission via .

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