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Tài liệu 3D Game Programming All in One- P20 docx
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the midline of the tire are aligned with
the origin bug.
Testing Your Runabout
In order to test the runabout, we first
need to export it from MilkShape.
1. After saving your work, choose
File, Export, Torque Game Engine
DTS. You will see the Torque Game
Engine (DTS) Exporter dialog box
appear.
2. Use defaults, but make sure they
are correct.
You want to have Export animation
and Export material information
selected, and Collision Mesh should
be set to Collision Meshes (this is
automatic if the exporter finds a
mesh whose name starts with "Collision"). Click OK when ready.
3. Export your runabout to DTS
format as C:\3DGPAi1\racing\
data\shapes\car\runabout.dts.
4. Open your wheel model and export
it as C:\3DGPAi1\racing\data\shapes\car\wheel.dts.
Next, you need to edit the script that controls the vehicle so it will look for your model
and not the default one.
1. Locate the file C:\3DGPAi1\racing\server\scripts\car.cs and open it with UltraEdit.
2. There are two lines that say this:
shapeFile = "~/data/shapes/rifle/weapon.dts";
Replace each of them with this line:
shapeFile = "~/data/shapes/tommygun/tommygun.dts";
3. Then find the line that says this:
shapeFile = "~/data/shapes/buggy/wheel.dts";
Testing Your Runabout 477
Figure 15.32 Seat mounts.
Figure 15.33 Collision mesh.
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And replace it with this line:
shapeFile = "~/data/shapes/car/wheel.dts";
4. Save the file.
Okay, now it's time to run the racing demo. The following may look familiar to you, since
we did this back in Chapter 9.
1. Browse to C:\3DGPAi1 and click the Run racing Demo shortcut.
2. Click Start Mission.
3. In the Launch dialog box, make sure that the Multiplayer Mission box is cleared.
4. Select Car Race Track from the mission list.
5. Click Launch.
6. After the game loads, have at it! You probably should switch to Chase view by
pressing the Tab key—there's more to see. See Table 15.1 for the keyboard controls.
Moving Right Along
Building the model is only half the battle—well, maybe three-quarters. There is still the matter of defining the vehicle's characteristics, like mass, drag, speeds, particle generators, collision handlers, and so on. You take care of these things in scripts that run on the server.
To do the testing you just did, you used the existing demo buggy script that comes with
the Torque Engine and simply substituted our model in place of the dune buggy. It looks
like a roadster but drives like a dune buggy! In fact you will recall that you had a test-drive
of a dune buggy back in Chapter 9.
Later, in Chapter 22, we will create the script that will define the behavior of the vehicle
that we've modeled here and its response to user inputs and game environment stimuli.
Coming up next in Chapter 16, we'll continue with MilkShape and make some weapons
and other items.
478 Chapter 15 ■ Making a Vehicle Model
Table 15.1 Torque Racing Demo Controls
Key Description
mouse steering left or right
Up Arrow accelerate
Down Arrow brake
Tab toggle from first- to third-person viewpoint
Escape exit the game
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479
Making Weapons
and Items
chapter 16
I
n this chapter we're going to make a bunch of things. Most of the techniques used will
basically be a review for you, so you can see this chapter as one big exercise in applying what you've learned to different situations.
We're going to make a few weapons, and in order to maintain balance, we'll make something that can be used in game to counteract the effects of these weapons.
We'll also make some items that one might call decorations for the game. The purpose of
these items—some trees and a rock—is to provide some clutter. This is to help fill out otherwise sterile-looking game worlds, making them more interesting to wander around in.
The Health Kit
We'll start out with an easy one. Like I said, this will be a basic review, but it's important
to go over the process involved in creating an item for use in the game so that the broad
steps become obvious and second nature.
The Model
The Health Kit is little more than a fancy-looking box, as you can see from Figure 16.1. So
this won't take long.
1. Fire up MilkShape and create an empty document.
2. Use the Box tool to create a box, as shown in Figure 16.2.
3. Align the box to be centered at the origin for all three axes, as you can see in Figure
16.2.
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