Game Development Community

Footprints not working with character or Girl Pack

by Brad Strong · in Artist Corner · 02/27/2007 (1:52 pm) · 2 replies

I've noticed that if I use the Kork animations with my mesh I get footprints, but I cannot achieve them with my own animations, even when I am careful to create keys for the trigger portion of the sequence object, per this doc (http://tdn.garagegames.com/wiki/DTS/OldDoc/Section3).

As a sanity check, I went to the Girl Pack "Jill.max" file and exported the DTS and found that I get no footprints there either. Yet the DTS that was supplied with the Girl Pack does generate footprints.

I have tried putting keyframes on the bounds box, double-checked the player.cs file for where it points to footprint.png, and confirmed that footprint.png exists.

BTW I am using Max 8 and TGE 1.5.

Can anyone explain what is happening? Thanks for any ideas.

#1
02/27/2007 (1:54 pm)
What values are the Ground Transform ? Try to make sure the ground transform value is more than 0.

Aun.
#2
02/27/2007 (2:39 pm)
Aun,

Thanks for the help, but I think the ground transform is okay...

In the Modify Panel for the Sequence Object, in the Ground Transform rollout, I have Use N frames set to 2.

I have not checked Ignore ground transform.

On the Utilities Panel for the DTS export, in the Parameters rollout, I have both Collapse Transforms and Enable Sequence Export checked. I tried another iteration with Collapse Transforms unchecked.

I have the jill.cfg file in the jill directory.

Still no footsteps unless I use the original DTS that came with the Girl Pack. Of course I am hoping that the problem with the Girl Pack export is related to the problem I am having with my own character's lack of footprints.