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DTS animations/milkshape

by Gerald Fishel · in Torque Game Engine · 02/23/2004 (3:04 pm) · 2 replies

Hi,

Just got Torque and my first mission is to figure out how to work with the DTS files for creating character animations. I am not sure what is required for it to work properly, though.

I tried to import a half-life model and export it to torque, but things aren't going so well.

I decompiled the MDL file, and imported the main .SMD file. Then I exported it using the ms2dts exporter. The first time I did it, I set the collision bounds to None and exported and copied the texture and dts to overwrite the player.dts in the example/data/shapes folder and it worked a little bit, but not really. The model loaded for both myself and what was the orc running around in the demo app, but my first person view was from the ground, and if i looked in third person the crossbow would be on the ground and I could only see my characters legs and feet, which werent animating when I was walking. Also, the one that should be running around was sitting in one spot spinning around in a circle.

Ok, so I figured that could be reasonable with no collision bounding support. So I exported it again with bounding box. This time, when the mission loads, I get the small console window at the top left, the health bar to the left, and the reticule but neither the terrain or the characters render; it just continues to show the splash screen.

I tried it with cylinder collision, not exporting animations (this would generate an en error when the mission loads), and no joy. So my next conclusion is that perhaps the SMD models are missing something that is required to be properly exported.

Any idea on what is being done wrong, or a pointer to documentation or tutorial that explains what is required to export a character animation from milkshape would be beautiful ;)

Thanks
Gee

#1
02/23/2004 (5:03 pm)
Nevermind, found a tut right in front of my eyes. Doh. Doesn't exactly allow me to replace the guys running around yet, but I can add animations to the game with collision detection anyway. I can probably figure out the rest from there.

Peace
#2
02/23/2004 (6:14 pm)
If you search 'resources' for milkshape, there are 3 pretty good tutorials, and one of them covers animation in some detail. You'll need to set special 'flag materials' to do things like set animations and options. Also sounds like your model was positioned on the y axis right when you exported.

don't take what i say word for word though, because i'm new at torque too.