My model is exported to a .dts and loads, but i can't see it
by Robert Garrett · in Torque Game Engine · 06/09/2002 (7:48 pm) · 1 replies
Hi there
I'm trying to get this whole 3ds max thing worked out. I've been working on this for 14 hours straight now so i apologize beforehand for all the typos that i'm sure i will be makiing, hehe. I've followed all the tutorials to the letter for using a biped, i'm using all the default bone names and my entire mesh is linked to the bones. I've also got the bounding box that's linked to the pelvis and all the dummy objects that are required. My model is 2 metters tall and i've got the "collapse" button unchecked, any ideas?
Thx for any help
I'm trying to get this whole 3ds max thing worked out. I've been working on this for 14 hours straight now so i apologize beforehand for all the typos that i'm sure i will be makiing, hehe. I've followed all the tutorials to the letter for using a biped, i'm using all the default bone names and my entire mesh is linked to the bones. I've also got the bounding box that's linked to the pelvis and all the dummy objects that are required. My model is 2 metters tall and i've got the "collapse" button unchecked, any ideas?
Thx for any help
Torque Owner Michael Hense
I'm going thru the same toture that you are, but i am making a lil progress, and i hope that i can help you out a bit.
OK...
I use Milkshape, and import my models into it (Truespace is my primary modeler), then export the models as a dts file.
Next comes the tricky part... i could never see any of my dts models in the RealmWars tree either... i guess i didn't have em in the right directory so that the app could see em.
What I wound up doing was to leave RealmWars alone, and run the test app in the SDK directory (torque\example\fps)... I just copied the RealmWars.exe and the 2 dlls from where I had them compiled to this directory and ran the exe.
Then i copied the dts files over to torque\example\fps\data\shapes. I'm sure this is not the suggested directory, but i just wanted to see a model of mine in the game.
Also, i found that i also had to copy the bitmap files (textures) that the model used to the same place or my models would appear in the game untextured.
Then I had to reload the mission (you will have a choice of 3 i think... any one will do) and press f11 to bring up the editors. Select the World Editor Creator from the Windows menu and open up the Static Shapes tree, and keep going down.
You will see your model listed... click it once to get it into the scene.
Be prepared for more fun and games if you are not familiar with the camera movement commands and the model movement commands... it will have you going crazy for the first hour.
Anyway, it is here where you can position the model and rescale it, and probably a lot of other wonderful things that i have yet to discover.
It's a lot to get used to... but slowly its starting to make sense... a step by step guide IS needed.
I'm no expert on this, but as soon as I get semi comfortable with it, i'm going to whip up a few html pages to help ease the next group of newbees who were brave enough to follow us into these waters.
Feel free to ask if any more questions pop up.
Good Luck
--Mike