A product of 21st Century Systems, Inc.® (21CSI), a Department of Defense Small Business Innovative Research
company, the Stryker IAV Content Pack contains an advanced example of how to create and use wheeled vehicles in Torque Game
and Torque Game Engine Advanced games or simulations. It will act as a guide for developers on your project tasked with creating
network/multi-player friendly vehicles with functionality above and beyond that of the default "starter.racing" buggy. All Stryker
IAV Content Pack functionality is easily extendable to any other vehicle type.
Easy Integration
The Stryker IAV Content pack is provided in two separate configurations (TGE and TGEA) to make drag and drop installation in clean installs of both development
environments possible. The directory structure of the provided files also makes file compares and integration into modified
versions of each environment as painless as possible.
Easy Modification
For artists, the Stryker IAV Content Pack will act asa guide in learning how to design, texture, rig, and animate a wheeled vehicle model for use in either your Torque Game or Torque
Game Engine Advanced based project. Complete source geometries, textures, riggings, and animations are provided in both 3D Studio
Max v8 (.max) and Blender (.blend) formats for ease of use within both large and small budget development houses. Complete layered
Photoshop (.psd) files are also provided for all five default skin types of the Stryker IAV to allow artists the freedom to modify
and/or extend existing skins, or to use them as templates in creating entirely new ones to meet the specific needs of their project.
For programmers, the Stryker IAV Content pack contains several C++ engine modifications and scripts which demonstrate several engine
features for attaching weapons, lights, mounted objects, mounted images, animations, advanced explosions, debris, skins, and per mount
node actionMaps to your vehicles.
Step by step installation instructions and line by line C++ engine modifications are provided in the documentation.