Game Development Community

Anyone who cannot get a model working in-game read this

by Daniel 'Dufus' Rogers · in Torque Game Engine · 10/24/2001 (9:35 am) · 5 replies

Ok, after ages and ages of trying, finally, we (my group etc) have working player models in-game that work with run animations etc.

First off let me say anyone who reads this tutorial and benefits, please post a big hearty thankyou in the 'A quick thankyou to Joe Mauschak' thread, as this would not have come to pass without his knowledge.

Ok, here is what i have working. USE com_skin + biped.
Physique will make your DTS' absolutly huge!! not to mention about 3 hr export for 85 frames of animation...

The scene has:-

(X is a number for the detail thing)

model X
biped
bounds

dummies - eye, cam, mount0, detail X, unlink.
sequences - root, run.

Hirachy is as follows:-

Leave the model unlinked floating at the scene root
dont link anything to the model either

bounds, cam, unlink -> bip01 pelvis

detail X -> bip01
dont link anything else to bip01

mount0 -> whatever, usually bip01 right hand(?)
you can have mount0 - mount7 (8 pts)

sequences do not need to be linked to anything

File Saving:-

**filename are just examples**
ok, once you have set that up, go to save as and save as player_root.max then save as again and player_run.max.


Tricky Stuff:-

goto the player directory

Rename the player.dts to player.dts.old and the player.cs to player.cs.old

open your shape in max. save as player_root. max (or whatever) save as again, save as player_run.max (or whatever) goto the original shape, delete the sequence helpers and export it into the player directory as player.dts. make sure whenever you want to export a model with no sequences, you untick enable sequence export. remember to turn it back on when you do though as the exporter saves the settings.

open the player_root.max, delete the 'run' sequence helper, and export as root.dsq

open player_run.max, and delete the root sequence helper. Turn on the animate button, and goto the end of the sequence, grab the bip node, and make sure that it is moving forward from it's start position at least 3
meters. Animate the legs or something so you can see it in the tool when it plays, and then export it as run.dsq

Create a new player.cs in the player directory and make it look like this

datablock TSShapeConstructor(PlayerDts)
{
baseshape = "./player.dts";
sequence0 = "root.dsq root";
sequence1 = "run.dsq run";
};

do all the above, chuck it in the right dirs and load it up, then feel the bliss of finally getting it to work!!!=)

This isnt the be all and end all. but i have exactly that and it works. if it helps your model, thank Joe.

I'd be happy to answer questions if anyone is having problems, just go ahead and email me, or post replys.

HAPPY DAYS!!! =)

- Dufus

#1
10/24/2001 (2:07 pm)
Great :)

// Clocks out
#2
10/24/2001 (2:56 pm)
When i try to export i get an error message "assertion failed on skin object" and then the .dts file is empty. Any ideas how i got about fixing this?
#3
10/24/2001 (4:35 pm)
Can you take a snapshot of the schematic view and paste it up here? A good visual of the linkage might help.

Thanks
#4
10/24/2001 (5:40 pm)
heya.

On the assertion failed, im not quite sure what that means. if you send me the max file, id be happy to look it over. just quickly skim the tut above to see if you missed something, if not, send away.

One thing i forgot to mention is that the model must all vertices weighted at least a bit by some bone. otherwise on export you get an obvious error, vertex XX missing weight or something.

heres the schematic view, hope it helps.

www.geocities.com/dufus_83/schematic1.jpg


see yas :)

- Dufus
#5
10/24/2001 (8:01 pm)
Make sure you unlink your skin mesh - it should have scene root as its parent.