Posts with Tag: gamecore tutorial
by gekido on Sep.07, 2009, under Combat Spec Ops, Unofficial GameCore Blog
So now that I have the basic content organized, I guess I do a bit of explaining as to how exactly the ‘modular’ part of the system is designed.
Basically instead of having a unique properties file (OPR in GameCore-speak) for each weapon as a whole, the system is broken up into literally dozens of different OPR / properties files that are compiled together on load (and eventually configured at runtime).
by gekido on Sep.01, 2009, under Combat Spec Ops, Unofficial GameCore Blog
Ok so this post is going to cover the basics of the GameCore OptionsFile for the developers in the crowd.
by gekido on Aug.30, 2009, under Combat Spec Ops, Unofficial GameCore Blog
So after a quick analysis of the existing weapons models that I have, here’s a quick breakdown of what I have determined.
The concept of having modular weapons is definitely the way to go — but it’s definitely going to take a bit of content organization. For example, there are excellent components in the SCAR and M4 models that I have currently, but I’ll have to break them apart and seperate them before I can make it truly reusable. This includes both the mesh components themselves as well as the textures.
After determining that I do have some excellent reusable components basically ‘ready to go’, the next step is deciding what / how to organize them into a reusable component system.


