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DRONES ART PACK (FGE)
PRICE: 10 USD
EULA(end user license agreement)
1.You are allowed to build products with this Art Pack.
2.You are allowed build as many products out of this as you like.
3.You are allowed to use the art in this pack in your own products.
4.You're NOT allowed to sell parts of this pack or the complete pack as product itself. This would immediately terminate your license.
5.Use this pack at your own risk. If it breaks something, it's your problem! You cannot hold me responsible for that.
6.Make backups before using this pack!
Description
This Art Pack is designed to use with Flying Game Example, but you can use contained art as you wish.
Those models are availiable in various formats and ready to use.
Art pack for FGE contains:
- light drone model + src
- medium drone model + src
- heavy drone model + src
- repairship + src
- textures + src
small bonus:
- weapons and projectiles
- sounds
Screenshots
 
 

Features
These files have been tested with TGE build 1.4
DTS:
drone_h.dts drone_h_debris.dts drone_m.dts drone_m_debris.dts
drone_l.dts drone_l_debris.dts drone_repair.dts drone_repair_debris.dts
missile.dts plasma.dts
MAYA 7.0:
drone_h.ma drone_h_debris.ma drone_m.ma drone_m_debris.ma
drone_l.ma drone_l_debris.ma drone_repair.ma drone_repair_debris.ma
missile.ma plasma_proj.ma
MAX 8.0:
drone_h.max drone_m.max
drone_l.max drone_repair.max
OBJ:
drone_h.obj drone_m.obj
drone_l.obj drone_repair.obj
missile.obj plasma.obj
3DS:
drone_h.3ds drone_m.3ds
drone_l.3ds drone_repair.3ds
missile.3ds plasma.3ds
DIRECTX X FORMAT:
drone_h.x drone_m.x
drone_l.x drone_repair.x
missile.x plasma.x
NOTE:
missile projectile uses same texture as drones
plasma projectile uses separate texture named plasma.png
system requirements
Torque Game Engine SDK.
Flight Game Example for TGE(A).
Windows 98/SE/ME/2000/XP is required to unpack the files.
Support
HOW TO use all of this:
In the subdirectory "Demo_TGE" you find the same directoy structure as in the Flight Game Example (FGE). So please copy the whole content of the "Demo_TGE" directory into your FGE directory. The sounds in the "Demo_TGE" have been named like the ones used in the FGE so they overwrite the original ones to have them working without any changes.
The drone DTS shapes have been placed in the directory "dronepack". To activate these DTS shapes instead of the original ones, please changes the following line in your FGE/game/server/scripts/ship_scout.cs:
shapeFile = "~/data/shapes/ship_scout/scout.dts"; // our shape file
debrisShapeName = "~/data/shapes/ship_scout/scout_debris.dts"; // our debris shape (containts the explosion parts)
to
shapeFile = "~/data/shapes/dronepack/drone_h.dts"; // our shape file
debrisShapeName = "~/data/shapes/dronepack/drone_h_debris.dts"; // our debris shape (containts the explosion parts)
Now please exchange the following lines in the file FGE/game/server/scripts/repairship.cs to replace the repairship:
shapeFile = "~/data/shapes/ship_repairship/repairship.dts";
debrisShapeName = "~/data/shapes/ship_repairship/repairship_debris.dts";
to
shapeFile = "~/data/shapes/dronepack/drone_repair.dts";
debrisShapeName = "~/data/shapes/dronepack/drone_repair_debris.dts";
To use the new plasma projectile DTS
please change in the file FGE/game/server/scripts/weapon_blaster.cs the line:
projectileShapeName = "~/data/shapes/weapon_Blaster/Blaster_projectile.dts";
to
projectileShapeName = "~/data/shapes/dronepack/plasma.dts";
The sidewinder projectile can be replaced by changeing in the file
FGE/game/server/scripts/weapon_sidewinder.cs the line:
projectileShapeName = "~/data/shapes/weapon_sidewinder/sidewinder_projectile.dts";
to
projectileShapeName = "~/data/shapes/dronepack/missile.dts";
If you are having problems with this product, please contact me.
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