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My player gets invisible in 3rd person

by Adib Murad · in Torque Game Engine · 09/23/2004 (12:54 pm) · 7 replies

That's what 's happening here:

- I run the FPS Multiplayer info and the Orc works fine.
- I download the torque_max_filepack from the official docs.
- I open the green guy in Max6 and it exports just fine.
- I copy the DTS and PNG over the Orc files.

When I run the mission, the green guy loads, but it's invisible. I can even see his shadow on the terrain, but he's invisible. Then what have I tried so far?

- I replaced only the default player.jpg by the green player.png. The texture loads ok and the Orc appears green. So, the problem is not the texture.
- I renamed a file called player.alfa.jpg I found on the folder just in case. Nothing changes.
- I made a white player.alfa.jpg just in case it was actually being used. Nothing changes.
- I copied the whole max_filepack\player folder to the data\shapes\player folder. Then I opened the green guy in Max and changed the texture's path to this folder. Exported the green guy. Nothing changes.

Now I managed to successfully export a character, but it's invisible in game.

I'm out of ideas. Could anybody lend a hand here?

#1
09/23/2004 (4:41 pm)
Guys, I hate to bump my own thread, my I'm in deep trouble here. Did anybody get this error before? What am I doing wrong?
#2
09/24/2004 (3:18 am)
I had a very similar issue happen myself...

First of all just try placing your model into the mission editor using the static shapes version of it.

This version will not animate but should prove whether your character model has exported from max correctly.

If that works then there may be issues with how the model you have imported is working with the player animation models for the orc.

If it does not show in the static shapes then something happened while exporting from max.

I've found in the few weeks I've been using Torque thats its much easier to test and get used to the tools with very basic shapes first and work your way up.

Hope it helps...
#3
10/07/2004 (7:24 pm)
David, first of all, thank you very much. You were completely right:

Quote:there may be issues with how the model you have imported is working with the player animation models for the orc.

First I wasn't loading the CFG in the Max scene (the Load Config button). Then I tryed to export the max_filepack Green Guy with the Orc's CFG file and animations, wich were crashing the demo or causing odd effects like this "ghost player" I mentioned. All my bad, but it was painful anyway.

Finally I managed to export Joe Maruschak's Blue Guy into the level and cried like a baby.
#4
03/10/2005 (2:33 pm)
Dang, now I'm having this problem. Any help?
#5
03/10/2005 (6:03 pm)
Actually it was caused by the Multi-Res modifier. I just deleted the modifier in a schematic view and it works.

My max2dts exporter didn't crashed with Multi-Res, but didn't exported the model properly as well.
#6
03/11/2005 (7:26 am)
Ok there are a few things you need to do to get MultiRes to work.

1. The MultiRes mesh needs to be named MultiRes::

2. You main mesh needs to be not linked to anything

3. The MultiRes needs to be linked to your main mesh

4. The MultiRes modifier needs to be added to the MultiRes mesh and generated

5. The 2 meshes must be in EXACTLY the same position or it will not work properly

6. You need a dummy node for each detail level you want named detail#
The trailing number after "detail" denotes the pixel size of the model on the player's screen. You do not want to use a number smaller than 2 as this would cause a model to be drawn infinitely.

7. In the user-defined tab of both meshes you need:
MULTIRES::DETAILS =
MULTIRES::SIZES =

The value you enter for the DETAILS portion is the percent of vertices to keep from the original mesh for the corresponding detail level. So if your DETAILS are 100, 50, 20 and the SIZES are 1.0, 0.5, 0.2 then you will generate 3 detail levels with all the vertices, 50% of the vertices, and 20% of the vertices, respectively.

Once all of that is setup you should be good to go.
#7
03/11/2005 (7:32 am)
Thanks Todd, I'll give it another try later on.