Torque milkshape player and weapons $7.00
by Max Thomas · in General Discussion · 08/21/2004 (1:06 pm) · 14 replies
I just Made a torque Model in milkshape and put it up for sale on turbo squid. I put all the info about the model you will probably need in the discription. I made all the weapons with the corect nodes for the player to hold themand use them in the manner you like. www.turbosquid.com/FullPreview/Index.cfm/ID/239467
#2
...I could prolly give you both...and will.
Verts 1177
Tris 1638
Groups 1
Materials 2
Joints 28
Smoothing Groups 22
Mins: -0.68 -0.00 -0.42
Maxs: 0.51 2.39 0.79
Center: -0.08 1.19 0.18
...and a question? Do you include any information about how someone is to reuse the rig? as in putting another mesh successfully into the scene and setting it up for proper export? :) I have never claimed either resource to be of my own creation, I simply combined them to give you some framework.
08/22/2004 (12:47 pm)
...ahem, Max. Is that the skeleton/rig I sent you as an example; which is from the DTSPlus! exporter? Or simply some weapons? The rig that I sent you came with the DTSPlus! exporter and I'm not sure about license restrictions in the commercial use it without even a credit given towards who developed it, let alone any royalties. The mesh was the default blueGuy shipped with the example engine. I'm neither accusing you of anything nor saying what you're doing is wrong; I'm just curious when I see you write that you 'Made' it. You asked for help, and I freely gave it...I had no idea you wanted 'that' kind of help...;)...I could prolly give you both...and will.
Verts 1177
Tris 1638
Groups 1
Materials 2
Joints 28
Smoothing Groups 22
Mins: -0.68 -0.00 -0.42
Maxs: 0.51 2.39 0.79
Center: -0.08 1.19 0.18
...and a question? Do you include any information about how someone is to reuse the rig? as in putting another mesh successfully into the scene and setting it up for proper export? :) I have never claimed either resource to be of my own creation, I simply combined them to give you some framework.
#3
08/23/2004 (8:32 am)
I'mm sorry guys. I wasn't really thinking about that at the moment when I put that up. I didn't really think about that. Anyway I deleted the files never to be seen again.
#4
The funny thing is I considered buying it!! Now that I have no way of getting to it, I was wondering if you wouldn't mind contributing that to the Game Beavers' website? It would also allow you access to all the content on the site.
Thanks,
Joe
08/23/2004 (11:55 am)
Max,The funny thing is I considered buying it!! Now that I have no way of getting to it, I was wondering if you wouldn't mind contributing that to the Game Beavers' website? It would also allow you access to all the content on the site.
Thanks,
Joe
#5
08/23/2004 (12:14 pm)
No prob I'll post it up as soon as I get the chance. If ya want you can post your e-mail and I'll send you a link or I'll just post one up when I'm done.
#8
08/23/2004 (2:14 pm)
Thanks a lot for this resource. Can I use a modded version of it in a game of mine???
#9
08/23/2004 (5:27 pm)
U'mm... Yeah I guess, sure, it's free for you to do as you like. I'm actually working on a weapons pack at the moment so that will be here soon as I can get milkshape working corectly and finish the pack up.
#10
to all: the skeleton in question is posted as a Resource. It comes with the DTSPlus! exporter:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5894
The mesh in question is the blueGuy default mesh shipped with the engine. I believe Joe M. gave permission to use it in this post:www.garagegames.com/mg/forums/result.thread.php?qt=20726
I used my license to drive Ultimate Unwrapped3D's DTS exporter/importer to get the mesh. If any help is needed with Milkshape3D to produce TGE content feel free to ask for help, I've been very successful so far with all types of shapes and don't mind helping the new understand the workflow for Torque, as in turn, I was/am being helped by those more experienced than myself, that's what really makes this a 'community' of developers. Most everyone is very generous with time/resources.:)
08/23/2004 (5:53 pm)
What's Milkshape doing, Max? What help do you need? to all: the skeleton in question is posted as a Resource. It comes with the DTSPlus! exporter:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5894
The mesh in question is the blueGuy default mesh shipped with the engine. I believe Joe M. gave permission to use it in this post:www.garagegames.com/mg/forums/result.thread.php?qt=20726
I used my license to drive Ultimate Unwrapped3D's DTS exporter/importer to get the mesh. If any help is needed with Milkshape3D to produce TGE content feel free to ask for help, I've been very successful so far with all types of shapes and don't mind helping the new understand the workflow for Torque, as in turn, I was/am being helped by those more experienced than myself, that's what really makes this a 'community' of developers. Most everyone is very generous with time/resources.:)
#11
08/23/2004 (6:06 pm)
I actually don't know what's wrong with milkshape or my computer. Every time I try to export a dts file it will crash. But if I smooth the moddel it will work fine just very slow. When I get it to work then it willnot export the texture corectly. It will make the game crash when I try to run it with the moddel and the skin then. I'm just trying to make this work and trying lots of different things. I'm getting a new comp soon so mebe it's just the computer I'm using.
#12
In regards to your workflow; are you following the GG documents and the exporters for Milkshape/DTS? Also, which of the exporters are you currently utilizing?
Let's start with the crashing. If your shape[still assuming player?]is dropped into the game with no animations loaded inside; it will crash the engine. This has recently been addressed and may be a part of the HEAD, I don't know. So, if you update and recompile it may become moot. Now; milkshape crashing. Try this; even though you are attempting to build a shape to load sequences at runtime[and therefore is empty of any animation], check the export animations radio box[assuming you use DTSPlus!]. I recently found that to be perhaps causing some conflict, thru my workflow? not sure, I just keep trying different paths til one works...;). Also, try this: somewhere appropriate in the flow, reweld your verts at some point after regrouping your subMeshes. I think if you take the slow route of manually assigning vertices, this all may clear up??? I found that method, very tedious. all for now, if you like I'll look at any file in question, post a link to it.
Rex
PS-my troubleshooting flow starts at simple; works towards difficult.
08/24/2004 (5:24 am)
Well, let's start with some Ms3d-dts basics. Firstly; This is your attempt at a player shape, no? and milkfarm is crashing. I had this happening too with my shape, so do not dispair. Setting up/exporting the player shape properly for TGE is a little tricky, afterall, this shape has quite a bit of code attached to it. Also getting the default sequences to load at runtime with this shape produced thru Ms3d has just recently been achieved...may still be a few bumps.In regards to your workflow; are you following the GG documents and the exporters for Milkshape/DTS? Also, which of the exporters are you currently utilizing?
Let's start with the crashing. If your shape[still assuming player?]is dropped into the game with no animations loaded inside; it will crash the engine. This has recently been addressed and may be a part of the HEAD, I don't know. So, if you update and recompile it may become moot. Now; milkshape crashing. Try this; even though you are attempting to build a shape to load sequences at runtime[and therefore is empty of any animation], check the export animations radio box[assuming you use DTSPlus!]. I recently found that to be perhaps causing some conflict, thru my workflow? not sure, I just keep trying different paths til one works...;). Also, try this: somewhere appropriate in the flow, reweld your verts at some point after regrouping your subMeshes. I think if you take the slow route of manually assigning vertices, this all may clear up??? I found that method, very tedious. all for now, if you like I'll look at any file in question, post a link to it.
Rex
PS-my troubleshooting flow starts at simple; works towards difficult.
#13
08/24/2004 (6:37 am)
Up, I just got that problem worked out it will still crash every once and a while butif I just let it sit for a min inbetween exportwindows it works fine. Well, The big problem is the textures that are not exporting. I/ver read tuts on putting textures on but torque still crashes. When I have it load the default player Image with the player skin it will texture it all fine. But with the player skin so it all looks screwy.
#14
08/24/2004 (8:10 am)
Link up a copy of the file and I'll take a look...your textures must be a power of 2 factor to correctly render in the engine, I believe...2,4,8,16,32,64,128,256,512,1024...very similar how you set addresses on moving light fixuters that have up to 16 channels of functionality...:) the 1 is used however to create the address 3 on the DIP switch, etc...but very similar.
Torque Owner nibbuls
I don't think that I'd want to use this in a game. Especially when you dont know the poly count.
I may be wrong about this, but it's just my opinion.
Wow, that's low Max. To sell something without permission. Kinda like the ebay guy....