Game Development Community

Need more Milkshape Information

by William Kosche · in General Discussion · 07/16/2004 (11:13 am) · 5 replies

I am starting to try to make some models for the engine. And theres all these special "Material" and "Joint" keywords that can be used for Nodes in a model. I was wondering why TGE doesn't have .ms3d models with it and samples of how to use the keywording.

I don't have the expensive programs to use the .max samples supplied with TGE, so only .max files with the engine doesn't help me(without finding a converter or something). A converter probably wouldn't change all the information like material properties and sequencing for animations that were already in the file to a ms3d format.

What are the appropriate shapes to apply to each node type in ms3d?
boxes? cones? Joints? I'm confused a bit..

If theres anyone that has this done, might i have a look at the ms3d model files?

#1
07/16/2004 (11:44 am)
A god place to start would be the documentation for MilkShape. There's a ton of info there, and if that doesn't answer all your questions there's plenty of MilkShape guru's around these parts. (I'm not one of them, sorry.) Good luck!
#2
07/16/2004 (3:43 pm)
Thanks for your answer Chris. By the way, read that thread enough times already, even have it boomarked as a useable reference(still think it needs some pictures and more sample uses).

Uh yeah, I read most of the "documentation".
been through most of the threads, that's why i haven't posted any messages until now.

1. I have been looking all over for appropriate material..
I "read" the documentation all the time. The "documentation doesn't say or show how to apply all the necessary information.

What shapes do you use for a Cam item?
Is there a limitation of a shapes to be used for node items?
LOS?
What's the difference between Collision-1 and Col-1?
Where does the bounds have to be?

Just some examples of basic questions i think other people would ask also

2. I didn't just buy this yesterday. I have owned this for a year or so now and have waited patiently, while i read the documentation.

3. I have put alot of time and energy into learning this stuff already. Reading documentation.

4. It seems to be something that more people then just myself is interested in learning about..
#3
07/16/2004 (7:14 pm)
In Milkshape3d; the Cam item is a 'Joint' in milk-jargon, as are any of the other DTS 'NODES' needed for the engine[mountx,Skix,Lightx,Eye, etc]. No geometry is needed to describe the object. The Joints of Milkshape are tweeked into becoming a psuedo-hierarchy via the exporters, I believe.

Collision and LOS objects are represented by geometry and given those naming conventions, they should be as low poly as possible(I try for <20 Tris), and NOT convex in any fashion. Exporters vary on the number of meshes allowed and their naming conventions. A seeming standard is to prefix an invisible mesh with a negative detail number, hence; 'LOS-1', 'LOS-2, etc...or you could paint a piece of geometry with a transparent texture, I'm not sure if that will get you a moving collision or not, haven't fooled with that mechanism much.

No need to create a piece of geometry for the Bounds object; it's created automatically, based on the scene's relationship to the Origin, so I use that as a ground plane, to 'place' my objects on the ground plane in Torque.

Some answers are exporter dependent, so it's difficult to nail them all down, Milkshape has spawned several versions from a few authors. They are continously being worked, so they are evolving. New features of Torque are being added, so this information needs to be monitored to stay on top! Good luck
#4
07/16/2004 (7:34 pm)
Hey look! There's one of them MilkShape Guru's now! Howdy Rex! Great answers there.
#5
07/17/2004 (3:22 am)
Thanks Rex.
Chris.

I appreciate the answers about the DTS_Nodes. I read through some pdfs and Ch09 again.