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2D Artwork and 3D Modeling for Game Artists- P12

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2D Artwork and 3D Modeling for Game Artists- P12 524 13. Making the RF-9 Plasma Gun Game-Ready Embedding the Shape (for Torque Users) Before you continue, remember to save your MAX file, and be sure to have the tex- ture file located in the same directory. In this section you’ll tell the Torque plug-in to get your model ready for export as a .DTS file format. Located in the Chapter 13 Data section on the CD-ROM is a DTS Export plug-in utility called NOTE max2dtsExporter.dle; if you haven’t done so Y The plug-ins listed in this already, copy it to the \PLUGINS\ folder in your chapter work for 3D Studio FL 3DSMAX5 program directory (you’ll have to Max version 4 and higher. restart Max). Once Max has been restarted, load up your RF-9 scene file and do the following: AM 1. Click once on the PlasmaGun mesh in your scene to select it. 2. In the Utilities panel, click the DTS Exporter Utility button. (If this button TE isn’t listed, click the More button and search the list. If it’s still not listed, the plug-in might not have been loaded properly.) DTS, by the way, is Torque’s object format. 3. In the Exporter section, choose Renumber Selection. 4. A blank dialog box opens; type 2 and click OK. This will affect the level of detail (LOD) of the gun, enabling the mesh to have the highest detail in the game (more on LOD later in this chapter). 5. Click Embed Shape. In a flash, the exporter places the RF-9 into a nice DTS- required hierarchy. You can see this by opening the Schematic view and expanding the tree, as shown in Figure 13.13. The RF-9 is now placed in a structured hierarchy pertinent to creating DTS shapes for the Torque engine. ® Team-Flylease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Adding and Manipulating Nodes 525 Figure 13.13 The DTS hierarchy created by the DTS Exporter utility’s Embed Shape function. The Embed Shape button Adding the Dummies With the required DTS hiearchy now in place, let’s add some dummy objects so that a player can mount and use the RF-9. 1. Minimize the Schematic view. 2. In the Create panel at top-right, click on the Helpers icon (it looks like a tape measure). 3. Within the Helpers section, click on the Dummy button, and click and drag to create a small box in the User view of your scene. (The size of the dum- mies is negligible; they’re just there for your reference. I keep mine small, like in Figure 13.14.) 4. Name this first dummy object MountPoint, and position it on the middle of the grip as shown (make sure it’s in the middle, as seen from all views). 5. Align the pivot point as you did the other objects before (this isn’t critical, but it helps to stay consistent).se purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 526 13. Making the RF-9 Plasma Gun Game-Ready Figure 13.14 Add a dummy object to the scene in the Helpers section and call it MountPoint. Position it on the grip area. The Helpers button 6. Add another dummy object to the scene and call it MuzzlePoint. 7. Position the new dummy object directly in front of the muzzle, as in Figure 13.14. This will be the origin of the plasma balls that are launched from the end. Note that the pivot point of this dummy is critical; ammunition will be directed where the y axis is pointing. 8. Now link the dummy objects to the TIP PlasmaGun object in the hierarchy. A quicker technique would be to To begin, open the Schematic view; click on the MountPoint object you’ll see your newly created dummy and choose Edit, Clone, and then ...

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