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Milkshape, usage for Torque.

by Claude-Alain Fournier · in Torque Game Engine · 03/30/2004 (10:50 pm) · 5 replies

Hi,

I browsed the tutorials, the documentation, the forums, all I found was some (rather very good) tutorials for Milshape modeling, texturing etc.. But no where the specifications for usage in Torque, some questions are left open like : Texture sizing (power of 2 I believe), texture file size limitations, export limitations like nbr of vertex, joints, bones , animation frame and so on and so forth

I tried to export a simple model (using 2 textures .jpg) which is textured fine in Milkshape. I export as DTS, but once I import into the game engine I can see the model fine but it is not textured. I copied the texture jpg files to the game directory where the dts file is found but it did not help. So obiously I miss something, that's the reason for the 1st paragraph ;)

Can someone point me to these specs I will be gratefull.

Thanks in advance

CAF


(be kind with me, my mother tongue is not english so forgive me for any typo's)

#1
03/30/2004 (11:05 pm)
Hi Claude-Alain,

okay i'm not a modeler, but what i can offer you is an example model from one of our modelers.
3D-Diggers Arthouse

The model is included in the exporter download, its a weapon so you can also see how to setup muzzle-, ejectpoints and how to set up collisionboxes etc.

And one point, the ms2dts exporter has a button that called "export with materials". Make sure you have checked this option.

To the limitations:
- Textures = power of 2
- vertex, joints, triangles, animation frame are only limited by milkshape

so, i hope this will help
#2
03/31/2004 (2:52 am)
I tried using your LoD exporter, but could not see how to get animatiion sequences exported. Thanks in advance.
#3
03/31/2004 (3:25 am)
Hi Sven,

Thanks for the help. Fact is my textures where not power of 2. Once I settled that, it seemed ok.
Also I remember having read that you need a joint to be created to which you assign all the vertex (my model has no joint normally) so I did it. I exported and was able to have a new fully textured item in the engine. Your tutorials are interesting and will be "studied" soon.

That's my 2nd day with Torque so EVERYTHING is new to me.

Thanks again.

CAF
#4
03/31/2004 (4:29 am)
@Rob,

i suggest you have create an animation in Milkshape, now you have to create a material with a name like =>
seq:Threadname=1-7, fps=25, cylcic

a detailed documentation you will find at www.garagegames.com/docs/torque.sdk/tools/milkshape.html#animation

@Claude-Alain,
no problem, I needed a week till I get the Torque compiled first time ;-) (German VC++6, but this is a other story ;-))
#5
03/31/2004 (7:25 am)
For the ones interested here is the official doc about Milkshape and Torque exporter. Finally found it.

I think a downloadable .pdf will all the beginner stuff in would be great. For a beginner there is too much informations scatered all around the place.

Here is the link

@Sven
got it compiled 1st time with VC++ 6. Followed the documentation point by point and it worked fine.