Game Development Community

Exporting Character Model

by Mak Andrew · in Artist Corner · 06/20/2006 (11:48 pm) · 7 replies

Hi,

I know that this has been posted severals times in the forum but after going through some solutions, the problems persists, so hopefully someone can help

I've exported the character model and when loaded into -mod show, it works fine
Then
i loaded into the -mod fps, upon loading the mission, it crashes.

The model consists of a .dts file with all the animations in it. After going through some solutions, i created a root.dsq and a soldier.cs file which indicated as

datablock TSShapeConstructor(SoldierDts)
{
baseShape = "./soldier.dts";
};

Loading this into ShowToolPro, using load DTS & CS, it works fine and create a player_root.dsq

Then when i loaded this into the fps, it still crashes

datablock TSShapeConstructor(SoldierDts)
{
baseShape = "./soldier.dts";
sequence0 = "./player_root.dsq root";
};

Running out of ideas... PLEASE someone helps.......

And Thank you in advance for those that spend a penny of thought on this.

#1
06/21/2006 (12:51 am)
Check your console.log in the example folder and see how far it got. Is it possible your SoldierDts name does not exist anywhere else in code? This definition must be used in game.cs, player.cs etc when a new Player character is generated.
#2
06/21/2006 (3:24 am)
I wrote this in player.cs which is logged.

exec("~/data/shapes/soldier/soldier.cs");

As for the console.log

it ended,

*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'starter.fps/data/missions/PoliceDemo_de5b2e15.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
Could not locate texture: starter.fps/data/shapes/player/crossbow
Could not locate texture: starter.fps/data/shapes/player/clip
*** Initial Control Object
Activating DirectInput...
keyboard0 input device acquired.
Mapping string: 0 to index: 13

Then it hangs there for a long while
#3
06/21/2006 (4:11 am)
Can you send me your soldier.cs, player.cs from the server/scripts folder and your game.cs folder to adminATdrewfxDOTcom. I'll check the syntax
#4
06/21/2006 (8:04 pm)
After deleting the debrisShapeName and debris attribute from datablock PlayerData(AISoldierBody), it seems that it works. I'm able to run -mod fps.

BUT funny things happened.

After i quit torque, i run it again, it crashes without making any changes!!! I tried it severals times and from time to time, it loaded while some don't. Anyone face with the same problem before??

Thanks
#5
06/21/2006 (8:40 pm)
I tried to debug in the code level and realise that i crashes due to the lack of eyeNode. And surprising the model can be still loaded into torque show tool and show tool pro. And surprising sometime torque -fps still can run too!!

So next, is the eyeNode a must in exporting??

Thanks
#6
06/22/2006 (4:40 am)
Yes I found this too. You need an eye null if the character is under the control of the player.
#7
06/22/2006 (6:01 pm)
Just solve all the problems and now everything is up and running.

First,
1) I didn't include the eye and the cam node. Seems to me that it's a must even if you are not going use the characters as a controller player

2) Then, it started to crash when it's playing death1 animation. According to some postings in the forum, there must be a ski0, ski1,... for calculation of the death animation collising the ground. So i decided to change the death1, which is a default animation seq, to dying instead.

Hopefully this can help some people who is banging their head on the wall :>