Combat : Special Operations

Posts with Tag: gamecore tutorial

The Art and Science of Modular Weapons

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).

(con­tinue reading…)

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GameCore OptionsFile basics

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.

(con­tinue reading…)

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Modular Weapons, Part 2

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.

(con­tinue reading…)

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