My own Test Guy.
by Jan Sorensen · in Artist Corner · 12/05/2003 (8:43 am) · 10 replies
Hi all..
I am now come to the next chapter in the Torque saga, making characters (my one player).
I started my 3Ds Max 5.1 and as an experiment, I will try to just "re-compile" our friend "Test guy".
DTS-exporter for Max ver. 5 (from GG) together with "dtsGlobal.cfg" in the "stdplugs" dir is install and I have placing "dtsScene.cfg" in the same dir as my player .max file (scenes).
The first error I get: "Missing dlls: multires.dlm", shall I use a specially one for Torque ?? I have one in my stdplugs dir ? If so, where can I get one.
The next: "Missing map: base.mmale.png, jetpack.png and jetpackOPACITY.png. (maybe something from old days) ?
Maybe I should stop here, but I get further anyway so I export the "Whole Shape" to see what happening. Wow its going well ??? "NewGuy.dts" on 140 KB. Ooops, the old player is on 92 KB ? Okay, I replace my "old Testguy" in Torque shapes/player dir with my new guy. Torque starts up and my new player shows up. He looks "normal" and I can move him in all directions, BUT he don't moves he's legs, he floated over the ground.
I have study my "dump.dmp", everything looks fine (as I, a beginner can see *lol*).
And now my 1000$ question.. What I'm doing wrong when I try to export "my Guy" ??
I have looks in forums and GG scripts for DTS-export, but without luck for my special problem, maybe I shall have new glasses.
Hope for help.
Best regards Sorensen henne fra Danmark.
I am now come to the next chapter in the Torque saga, making characters (my one player).
I started my 3Ds Max 5.1 and as an experiment, I will try to just "re-compile" our friend "Test guy".
DTS-exporter for Max ver. 5 (from GG) together with "dtsGlobal.cfg" in the "stdplugs" dir is install and I have placing "dtsScene.cfg" in the same dir as my player .max file (scenes).
The first error I get: "Missing dlls: multires.dlm", shall I use a specially one for Torque ?? I have one in my stdplugs dir ? If so, where can I get one.
The next: "Missing map: base.mmale.png, jetpack.png and jetpackOPACITY.png. (maybe something from old days) ?
Maybe I should stop here, but I get further anyway so I export the "Whole Shape" to see what happening. Wow its going well ??? "NewGuy.dts" on 140 KB. Ooops, the old player is on 92 KB ? Okay, I replace my "old Testguy" in Torque shapes/player dir with my new guy. Torque starts up and my new player shows up. He looks "normal" and I can move him in all directions, BUT he don't moves he's legs, he floated over the ground.
I have study my "dump.dmp", everything looks fine (as I, a beginner can see *lol*).
And now my 1000$ question.. What I'm doing wrong when I try to export "my Guy" ??
I have looks in forums and GG scripts for DTS-export, but without luck for my special problem, maybe I shall have new glasses.
Hope for help.
Best regards Sorensen henne fra Danmark.
About the author
My 'little hobby project': http://www.virtuchat.com/
#2
Thanks for advise and files. My mistake was I have "Collapse transform" turned on, so now my Test Guy works, he looks good, he walking around and use his legs, jump and so, very well. But the DTS file is still to big (143 KB) compare with the "original" Test Gui (92 KB) ?? I have for fun compared the 2 DTS files in my hexeditor, but I can only see "more data" *lol*.
I have not yet try to use the file you "send" to me, but this is my next step, maybe the hole blows up *lol*.
Okay, the next step is also my own character from scratch *make here a comment for your self*, its not easy to be a beginner with 3D Max..
Best regards and thanks Sorensen henne fra Danmark.
12/06/2003 (5:46 am)
Hi MattThanks for advise and files. My mistake was I have "Collapse transform" turned on, so now my Test Guy works, he looks good, he walking around and use his legs, jump and so, very well. But the DTS file is still to big (143 KB) compare with the "original" Test Gui (92 KB) ?? I have for fun compared the 2 DTS files in my hexeditor, but I can only see "more data" *lol*.
I have not yet try to use the file you "send" to me, but this is my next step, maybe the hole blows up *lol*.
Okay, the next step is also my own character from scratch *make here a comment for your self*, its not easy to be a beginner with 3D Max..
Best regards and thanks Sorensen henne fra Danmark.
#4
I don't no, I only have make experiment with Test Guy, maybe Max can tell me that ?
Sorensen
12/06/2003 (6:06 am)
Hi JamesI don't no, I only have make experiment with Test Guy, maybe Max can tell me that ?
Sorensen
#5
*Doh* i forgot you said you were using the TestGuy Model =)
Can you send me the .dts file? I may be able to find any problems the dts may have...
(Email is in my profile)
12/06/2003 (6:14 am)
Jan,*Doh* i forgot you said you were using the TestGuy Model =)
Can you send me the .dts file? I may be able to find any problems the dts may have...
(Email is in my profile)
#7
Try playing about with the options on the exporter. There could be an option that allows you to not export certain things in the shape (Don't know what that would be though)
Another thing to consider is that the Torque Guy could have been exported using a different version of the exporter - So for one reason or another, the version of the exporter you are using could be writing more to the .dts, therefor the bigger file size.
12/06/2003 (6:42 am)
Jan,Try playing about with the options on the exporter. There could be an option that allows you to not export certain things in the shape (Don't know what that would be though)
Another thing to consider is that the Torque Guy could have been exported using a different version of the exporter - So for one reason or another, the version of the exporter you are using could be writing more to the .dts, therefor the bigger file size.
#8
My guess would be that the GG-Built torque guy uses version 23 of the shape format, not version 24, hence the increase in size.
Nothing to worry about.
12/06/2003 (7:09 am)
Hmm your shape seems to be ok.... just 1 mesh, triangle strips, etc - Same sort of thing as the orc. (size sort of similar aswell, though the orc is slightly larger in file size since it has more meshes for different detail levels)My guess would be that the GG-Built torque guy uses version 23 of the shape format, not version 24, hence the increase in size.
Nothing to worry about.
#9
Thanks for your supports I'm going further with my experiments and maybe come frightful back *lol*..
Regards Sorensen henne fra Danmark.
12/06/2003 (8:22 am)
Hi James.Thanks for your supports I'm going further with my experiments and maybe come frightful back *lol*..
Regards Sorensen henne fra Danmark.
#10
The version of the exporter I have is the best one out that I have found.
The other thing JAN is when you export the animations (If you get that far) you will want to turn Collapse tranform back on before exporting your DSQ files. other than that keep collapse transform off.
Matt
12/06/2003 (10:07 am)
Oh the difference in size is probably due to what config file that was used. Also newer versions of Character studio relay more information. Different versions of the exporter write the file a little different as well. The size is not a big deal or a problem. As long as the engine doesn't crash when you go to run the game. That would probably mean you have a different node count in the animations then in the model. (Most of the time anyway)The version of the exporter I have is the best one out that I have found.
The other thing JAN is when you export the animations (If you get that far) you will want to turn Collapse tranform back on before exporting your DSQ files. other than that keep collapse transform off.
Matt
Torque Owner Matthew Jones
Use this exporter and files.
That way you don't have to worry about trying to weed through all the little qeurks of the example. Which has never worked for me. Your lucky to have gotten as far as you did.
FOr character the only real thing you need in the config is to make sure not to export the bip01.
Also on your base model make sure Collapse transform is turned off. Play with it a bit do somthing easy and read the docs several times you'll get it.
Matt