How export my caracter to torque 3d?
by Jose Vazquez · in Game Design and Creative Issues · 03/07/2010 (4:34 pm) · 3 replies
Hi:
I am new in gamed design, i think i have the knowledge to begin, example i know 3dmax, c++ , all mos adobe program desing, i desing and draw, visual basic, javascript, webdesign, sql, etc.. and I want to know if there is a tutorial from the beginning which espesificaciones is create the character and export from 3d max to torque. Also if I put the animations of the character in 3d max or in torque.
apologize for my long question is that I'm interested in game design
I am new in gamed design, i think i have the knowledge to begin, example i know 3dmax, c++ , all mos adobe program desing, i desing and draw, visual basic, javascript, webdesign, sql, etc.. and I want to know if there is a tutorial from the beginning which espesificaciones is create the character and export from 3d max to torque. Also if I put the animations of the character in 3d max or in torque.
apologize for my long question is that I'm interested in game design
About the author
#3
Now, you can also create DSQ formatted files, and 'load' them into the shape inside the engine at runtime, when the shape is loaded into memory. That is how the standard player avatar DTS and it's ~12 sequences is handled; by using the engine to combine the DTS and the multiple DSQ files. This allows the DSQ files to be used across several DTS files, instead of pre-loading the sequences into the DTS where they'll remain 'locked' away and not usable by any other shapes...
03/16/2010 (5:58 pm)
You can produce assets either way, with animations already 'loaded'/embedded within the DTS shape. This is done in your modeling program, and it is similar to how the TSShapeConstructor datablock works with separate DSQ animation files, expect all data is in one single file; a DTS formatted binary.Now, you can also create DSQ formatted files, and 'load' them into the shape inside the engine at runtime, when the shape is loaded into memory. That is how the standard player avatar DTS and it's ~12 sequences is handled; by using the engine to combine the DTS and the multiple DSQ files. This allows the DSQ files to be used across several DTS files, instead of pre-loading the sequences into the DTS where they'll remain 'locked' away and not usable by any other shapes...
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