Game Development Community

Milkshape + CharacterFX?

by Jorge Luis Gandulfo · in Torque Game Engine · 10/08/2003 (4:14 am) · 6 replies

I heard this is a nice combination for making models.

But i found a problem in milkshape exporter, it doesn't generate the dsq files even if i define de animations like.

seq: death=1-57,fps=24...

I only get a single DTS file.

Why can it be? Im doing something wrong?

#1
10/08/2003 (4:35 am)
Reading the exporter docs yields:

Quote:Issues & Future Development
----------------------------

- Split off the DTS SDK into it's own library and continue to refine
it's functionality and API.

- Triangle strips. This is probably the biggest outstanding issue.
Every mesh triangle is emitted as it's own triangle strip. This is
very bad :( Triangles need to be stripped by material. Support
should be added to the DTSMesh class.

- Detail support. Need to add support for progressive meshes. The
DTSMesh class should automatically produce decimated sub-details
based off the original art.

- DSQ exporting. DSQ files are essentially animation sequence files.
They only contain animation sequence information and can be loaded into
a shape at run-time. The same DSQ can be loaded into multiple shapes
allowing animations to be shared.

- Multiple collision meshes. The exporter currently selects the first
mesh named "collision" as a collision mesh. The torque engine actually
allows multiple collision meshes per shape and the exporter should
export all meshes named "collision" as collision meshes.

- Billboard meshes are mesh which the Torque engine automatically
rotates at run time to face the camera. There needs to be some way
of marking meshes. This could be as simple as naming them "billboard".

- Alpha BSP (or ordered) meshes. Alpha textured triangles need to be
rendered in back to front order at run-time for them to render correctly.
The dts file can contain BSP tree meshes used for this purpose.

- Better material support. There are number of material features (besides
animation) which MS doesn't support, these include multiple UV mapping
options, environment mapping flags, addative vs. blended alpha, etc.
#2
10/08/2003 (5:00 am)
Sorry but, what are you trying to say?

I just want to know how i can import a model into torque and use its animations, thats all.

The Torque Demo and other examples uses .DSQ files i don't know how to create.
#3
10/08/2003 (6:26 am)
Summary: I think Josh is trying to say that Milkshape doesn't export animations.

Though I thought it could.

Any artists out there? :)
#4
10/08/2003 (6:43 am)
Milkshape exports animations - into DTS files.

As the docs say, the milkshape exporter doesn't know dsq files.
#5
10/08/2003 (7:00 pm)
Mm.. got it, know where the dsq files come from?

Can i use the animations that are inside the DTS file?

All the examples have a DTS and severals DSQ files, so im kinda lost..
#6
10/09/2003 (6:07 am)
The .dsq files probably came from the 3DS Max exporter - it's more complete than the milkshape exporter.

You can use the animations in the DTS file. DTSes are able to store multiple animations, so you aren't missing out on too much.