Game Development Community

Jeff Gran's Forum Posts

Thread Post Date Posted
Meet Claude (v0.1) One thing I'm planning to do (as long as it's alright with you) is to take this and make a video tut... read more 08/02/2005 (9:38 am)
Meet Claude (v0.1) Cool, thanks for releasing this. :) I've downloaded it and will play with it when I have the time.... read more 08/02/2005 (9:29 am)
Which character pack should I buy? [quote]I successfully changed the girl pack into a skeleton that was used in the boomball bot (witho... read more 08/02/2005 (9:00 am)
Which character pack should I buy? The big differences are: Bravetree Pack: Max, Maya and Milkshape source files. The skeleton is f... read more 08/02/2005 (8:02 am)
Garage Games at PAX!? Josh W will be throwing down on Soul Caliber, AFAIK. :) Edit: Or I guess it would be Tekken 5?... read more 08/01/2005 (8:43 pm)
Assertion faild on skin object? [quote]... bummer a day has to go by so fast.[/quote] Ain't that the truth.... read more 08/01/2005 (7:16 am)
Assertion faild on skin object? Haha, Magnus you're like my 3dsmax kung fu master. Seems not a day goes by without me learning a fa... read more 08/01/2005 (5:23 am)
Assertion faild on skin object? Skinned objects have to be editable meshes, not editable polys. -Save the skin envelopes -coll... read more 08/01/2005 (4:12 am)
Which App do you use for DTS creation? I'll start: I use 3DSMax. I'm heavily considering switching to XSI when the new exporter gets ... read more 07/31/2005 (6:14 am)
Getting triggers to work with Maya Oh, that's interesting. I know in MAX the sequence has to have "ground transform" enabled for the t... read more 07/30/2005 (2:37 am)
Custom character problems The "mirror man" thing is a quirk of the milkshape exporter. When you don't put a texture on someth... read more 07/29/2005 (3:57 am)
Detail numbers have no relation to pixel size Cool, thanks Magnus. I had to change it a little bit for my needs, but this is even faster now. :)... read more 07/29/2005 (3:52 am)
Bounding and collision In response to the last post: 1 - Yep. Collision markers are really the same thing as detail mar... read more 07/28/2005 (1:08 pm)
Detail numbers have no relation to pixel size Todd - Thanks for the tip... actually I found your resource when I was searching for the unmess.exe ... read more 07/28/2005 (1:02 pm)
Detail numbers have no relation to pixel size Joe, I just tried it, and that did the trick. Heh, after all this time I finally find a use for UnM... read more 07/28/2005 (9:33 am)
Mesh Not Found Even thou I have selected it. UTSutility It's for LOD purposes. You can have multiple versions of the same mesh (character, object, whatever... read more 07/28/2005 (9:16 am)
Detail numbers have no relation to pixel size Yeah, I've been trying crazy numbers just for the sake of testing. I just went back to max 5 sinc... read more 07/28/2005 (9:12 am)
Detail numbers have no relation to pixel size I just tried an experiment using multires and the same model I was using before. I got slightly dif... read more 07/28/2005 (8:51 am)
Mesh Not Found Even thou I have selected it. UTSutility Check your hierarchy. You need the root_JNT (it doesn't have to be called that) to be parented to t... read more 07/28/2005 (8:29 am)
Detail numbers have no relation to pixel size Hmmm. Are you using MultiRes or manually decimated models? Me = manual.... read more 07/28/2005 (7:50 am)
Poser as a Animation tool. That sounds like it will work. But, why not just animate in lightwave? Is poser really that much b... read more 07/28/2005 (4:50 am)
Whats required to create new root pose? Yes, as TenRhook says, it sounds like there's blending going on. The most likely case is that your ... read more 07/27/2005 (3:09 am)
So who's making games out there anyway? I'm working on a game using Torque, but it's still secret (for another week or so... look for a dev ... read more 07/27/2005 (2:56 am)
Problem player mesh Oh, the root sequence needs to be called "root" too. so: sequence0 = "./player_root.dsq root... read more 07/26/2005 (7:27 am)
Problem player mesh A player model does not need and should not have a collision mesh. The collision for a player is de... read more 07/26/2005 (12:11 am)
Whats required to create new root pose? The root pose should not be a 1 frame animation. It should be a cyclic animation. Make sure you're... read more 07/26/2005 (12:06 am)
Invisable objects? Just don't make a mesh at all. A dts is a dts whether or not it has a mesh associated with it. All... read more 07/25/2005 (11:48 am)
Maya exporting problem I don't mean to be rude... sorry. Feel free to keep asking questions when you get stuck, but always... read more 07/25/2005 (8:07 am)
---- For our game we had the characters around 2500 triangles and 56 bones (number of bones makes a big d... read more 07/24/2005 (8:28 pm)
Running custom animation. That, I'm not quite clear on. The way I *think* it works is that if it is named correctly DSQ file,... read more 07/24/2005 (5:07 am)
Maya exporting problem Dude, you seriously need to READ FOR YOURSELF and stop expecting people to hold your hand through ev... read more 07/23/2005 (9:30 pm)
Morphing in DTS or DSQ? They can be dsqs. Make sure you turn the frame rate to 30 (every frame) since it doesn't blend from... read more 07/23/2005 (9:23 pm)
Holes in a mesh? Whats the prob? "heres a pic of the model if it helps" hehe, showoff. ;) Nice looking model! No, the mesh d... read more 07/23/2005 (9:10 pm)
Another blow for game devs in general ACK! Visible nipples and pubic hair! The downfall of civilization! We should ban the sale of mirro... read more 07/23/2005 (3:47 am)
Running custom animation. In /client/scripts you will find a file called default.bind.cs. The part you're looking for looks l... read more 07/21/2005 (7:35 pm)
Map2Dif Alpha ver 0.96 Haha. Looks like you're the only one left.... read more 07/20/2005 (7:59 pm)
How do you use more than default animations? It depends. if you just want to play an animation based on a keypress or mouse or whatever, it's pr... read more 07/19/2005 (6:24 am)
Animation linkage problems Are you trying to load it up by using the "load dts and cs" button? Have you tried just loading the... read more 07/18/2005 (4:43 am)
Default player animations If the game crashes, my guess is that it can't find the root animation. I have heard that that will... read more 07/18/2005 (2:55 am)
Animation linkage problems A picture is worth a thousand words.... [image]http://jboy.menlofarms.net/stuff/nodemismatch.jpg[... read more 07/17/2005 (3:22 pm)
Sharing data between max and maya? It sounds like it's too late for this to be useful to you, but check this out: [url]http://www.garag... read more 07/17/2005 (8:07 am)
Creating collision... Thc - the player's collision box is defined in /server/scripts/player.cs -- search for boundingbox. ... read more 07/17/2005 (8:03 am)
No mesh visible in ShowTool Good point, it's a subtree as well. Never thought of it that way before.... read more 07/17/2005 (7:18 am)
No mesh visible in ShowTool The root of the skeleton (probably "bip01") should be linked to the start node. There needs to be a... read more 07/17/2005 (6:22 am)
Animation linkage problems When you get the "nothing happens" when loading a dsq in the showtool Pro, it's usually because ther... read more 07/17/2005 (6:10 am)
DTS works in ShowTool Pro but not in-game I've never seen anything like that before... Is your model all one contiguous mesh? Have you... read more 07/16/2005 (3:27 pm)
Modeling for Torque - Quads or Tris? Magnus, Nice detective work! It's been bothering me for a while that the polycounts are differe... read more 07/16/2005 (3:07 pm)
Need help in Using Bones 1. One would need much more specific information your problem than "I can't get it to work" to actu... read more 07/13/2005 (5:57 pm)
Good Bug/Task software? We have a 3 man team and just started using the free bug tracker at [url]www.elementool.com[/url]. ... read more 07/13/2005 (3:12 pm)
Animating a mount point? It may just be that the animation is not exporting... check the dump file to see the mount0 node got... read more 07/12/2005 (4:49 pm)