Newbie Need help changing ORC geometry
by ST Electronics (#0001) · in Artist Corner · 02/27/2007 (4:57 pm) · 17 replies
Hi guys,
Really need help on this. I have obtained the Orc 3DS Max file(player.max) inside one of the data\shapes\player folders. And i have modified the geometry(removed the horns). Now i am trying to export to .dts, so i go to my dts exporter utility, hit 'embed shape' button; and after that i hit the 'whole shape' button but it is unable to export, error being 'Skin found on linked node "bodymesh"--skin must be unlinked".
I have not deleted any dummies or touched anything else other than removing the horns off the Orc. And also, when I first opened the max file... there is another mesh called MultiRes::bodymesh directly on top of the bodymesh.. i moved the MultiRes object outside of the Bounds box when i did the export... could that be the problem?? cos if i had left it together wif the bodymesh object Max would hang while exporting. I would appreciate any help to this problem....... Please help~~
Really need help on this. I have obtained the Orc 3DS Max file(player.max) inside one of the data\shapes\player folders. And i have modified the geometry(removed the horns). Now i am trying to export to .dts, so i go to my dts exporter utility, hit 'embed shape' button; and after that i hit the 'whole shape' button but it is unable to export, error being 'Skin found on linked node "bodymesh"--skin must be unlinked".
I have not deleted any dummies or touched anything else other than removing the horns off the Orc. And also, when I first opened the max file... there is another mesh called MultiRes::bodymesh directly on top of the bodymesh.. i moved the MultiRes object outside of the Bounds box when i did the export... could that be the problem?? cos if i had left it together wif the bodymesh object Max would hang while exporting. I would appreciate any help to this problem....... Please help~~
#2
Actually i have tried exporting without doing anything and it still gives me the same error... but after surfing around i found that i have to actually unlink the 'bodymesh' after hitting the "embed shape" button.. so I did that.. and managed to export it but when i view it in torque showtool viewer... it only shows the bones.... how does one properly exports the Orc model to dts?? please help~
02/27/2007 (5:21 pm)
Hi Krane,Actually i have tried exporting without doing anything and it still gives me the same error... but after surfing around i found that i have to actually unlink the 'bodymesh' after hitting the "embed shape" button.. so I did that.. and managed to export it but when i view it in torque showtool viewer... it only shows the bones.... how does one properly exports the Orc model to dts?? please help~
#3
Player characters or shapes that involve bone animation are handled differently than normal static shapes and embed shape won't work by default as they need special hierarchy setups. This is explained in the documentation for 3DS Max on TDN here and more specifically here.
02/27/2007 (5:29 pm)
Does the number at the end of the name on the mesh match up to the detail specified on the detail dummy node/shape?Player characters or shapes that involve bone animation are handled differently than normal static shapes and embed shape won't work by default as they need special hierarchy setups. This is explained in the documentation for 3DS Max on TDN here and more specifically here.
#4
02/28/2007 (5:24 pm)
I have changed the number at the end of the mesh to be the same number as the detail... but still i can only see the bones in showtool viewer.... has anyone been able to sucessfully export the original Orc from the player.max file before??? I just wanna know what are the steps i have to take in order to export it sucessfully.... please help~~
#5
Sounds like you're using the new exporter, try the old one. No embed shape or anything, just click on "Whole Mesh".
03/01/2007 (9:49 am)
Funny Tim, my player.max (it's the green guy from torque_max_filepack) don't have a number at the end of the name. That's because it uses a MultiRes mesh, w/ the details setup in the user defined window (in properties).Sounds like you're using the new exporter, try the old one. No embed shape or anything, just click on "Whole Mesh".
#6
03/01/2007 (4:49 pm)
Where can i get the old exporter?? whats the version number???
#7
www.garagegames.com/docs/tge/general/ch08s02.php
03/01/2007 (5:03 pm)
You can find it inside the filepack:www.garagegames.com/docs/tge/general/ch08s02.php
#8
03/01/2007 (5:04 pm)
Where can i get the old exporter?? whats the version number???
#9
03/01/2007 (5:05 pm)
Oops double post... thanks!
#10
So I runned unmessDTS and the model was fine.
Try unmessDTS!
03/02/2007 (10:47 am)
I noticed that there's a player.max inside the starter.fps folder, then I opened and.....Voila'! Kork. So I opened the model, exported and my game crashed.So I runned unmessDTS and the model was fine.
Try unmessDTS!
#12
1. Put unmessDTS.exe inside you C: drive.
2. Run the command prompt.
3. Type "CD\" & Enter.
4. Type "unmessDTS modelname.dts newmodelname.dts" and press Enter.
5. Type "exit" & Enter.
Inside your C: drive will be a fixed dts file.
03/06/2007 (9:34 am)
It is inside the torque_file_pack.1. Put unmessDTS.exe inside you C: drive.
2. Run the command prompt.
3. Type "CD\" & Enter.
4. Type "unmessDTS modelname.dts newmodelname.dts" and press Enter.
5. Type "exit" & Enter.
Inside your C: drive will be a fixed dts file.
#13
Now i try to change its head by removing it and importing another head from a seperate model and attaching the the orgre's body. everything looks fine except for the head... something to do with the vertices weight under the skin modifier.... half of the head looks squashed... how do i resolve this???
And also... if i were to change the head of the ogre... do i have to do the same to the Multires bodymesh as well??? can i export the orgre without the multires:bodymesh???
Please help~~~
03/12/2007 (12:20 am)
Okay i managed to export it in all its glory. works fine when i import inside torque game engine. Now i try to change its head by removing it and importing another head from a seperate model and attaching the the orgre's body. everything looks fine except for the head... something to do with the vertices weight under the skin modifier.... half of the head looks squashed... how do i resolve this???
And also... if i were to change the head of the ogre... do i have to do the same to the Multires bodymesh as well??? can i export the orgre without the multires:bodymesh???
Please help~~~
#14
03/12/2007 (1:49 pm)
I believe you'll have the apply the skin modifier again. Trash the current skin modifier and multires mesh, change the head, re-apply the modifier and do a snapshot to generate your multires mesh.
#15
so i delete the current skin modifier and multires mesh, change the head and re-apply the skin modifier again.
After that i go to Tools>Snapshot, choose "Single" and "Mesh" options and click OK. Am i right so far?
After which i am supposed to link this new snapshot mesh to the original bodymesh right??? Then i add a multiRes modifier to the new mesh and hit the generate button.
Do i need to do anything else after that??? cos i did all that and when i view the exported .dts in showtoolpro, it only shows the bones.....
please help~~
03/12/2007 (6:12 pm)
Ok i am abit clueless when it comes to generating a multires mesh.... so i delete the current skin modifier and multires mesh, change the head and re-apply the skin modifier again.
After that i go to Tools>Snapshot, choose "Single" and "Mesh" options and click OK. Am i right so far?
After which i am supposed to link this new snapshot mesh to the original bodymesh right??? Then i add a multiRes modifier to the new mesh and hit the generate button.
Do i need to do anything else after that??? cos i did all that and when i view the exported .dts in showtoolpro, it only shows the bones.....
please help~~
#16
When i changed the head, i selected the bodymesh(without the orc head) and attached the new head and selected 'Match Material IDs to material' and 'Condense Material and IDs' in the attach options.
Was that the right option??? cos when i open the unwrap window... i cant seem to get the new head textured...
please help~~~
03/12/2007 (8:54 pm)
Ok i managed to resolve the multiRes problem.... so now i am able to change the head and create a new multiRes mesh from it..... the problem now is the uv unwrapping.... my head appears to not have any texture(its just grey in color)When i changed the head, i selected the bodymesh(without the orc head) and attached the new head and selected 'Match Material IDs to material' and 'Condense Material and IDs' in the attach options.
Was that the right option??? cos when i open the unwrap window... i cant seem to get the new head textured...
please help~~~
#17
@ST Electronics
Don't take this as a snide or condescending post, but you are seriously barking up the wrong path here because you are lacking a solid foundation of understanding the very basic and core things.
First. You need to learn how to use 3DS Max (or any other 3D application) if you plan on doing any model changes, it's just a simple fact. Your point and miss method of experimentation will simply not work and all it will result in is you and the people who are posting here getting incredibly frustrated and you simply will never understand the export process without understanding 3DS Max.
Second. Once you have done all the max tutorials you need to stop and take an hour or two out of your day and thoroughly read the DTS Exporter docs located here or on TDN as it will not only answer all your questions about DTS exporting but give you a better understanding of the engine too. Once you have read it, read it again and then again. Keep reading it until you understand what you are doing and why you are doing it, that is the best way to learn and get into the swing of things.
Remember that the best person who can possibly help you is yourself. Yes you might end up spending a week of your own time learning tutorials instead of working on the engine, but in the long run of things you will be better off because you will be able to do things yourself and in the long run make up any of the time you would have lost. This choice is yours to make, but in all honesty you won't get anywhere with the engine if you don't put the effort in and thats just the blunt and honest truth of the matter, sorry.
03/13/2007 (9:28 am)
Ok this is just too painful for me to watch. 1) Because its not doing any one any good to keep this line of communication going and 2) Because there is no reason why this sort of help should be done this way.@ST Electronics
Don't take this as a snide or condescending post, but you are seriously barking up the wrong path here because you are lacking a solid foundation of understanding the very basic and core things.
First. You need to learn how to use 3DS Max (or any other 3D application) if you plan on doing any model changes, it's just a simple fact. Your point and miss method of experimentation will simply not work and all it will result in is you and the people who are posting here getting incredibly frustrated and you simply will never understand the export process without understanding 3DS Max.
Second. Once you have done all the max tutorials you need to stop and take an hour or two out of your day and thoroughly read the DTS Exporter docs located here or on TDN as it will not only answer all your questions about DTS exporting but give you a better understanding of the engine too. Once you have read it, read it again and then again. Keep reading it until you understand what you are doing and why you are doing it, that is the best way to learn and get into the swing of things.
Remember that the best person who can possibly help you is yourself. Yes you might end up spending a week of your own time learning tutorials instead of working on the engine, but in the long run of things you will be better off because you will be able to do things yourself and in the long run make up any of the time you would have lost. This choice is yours to make, but in all honesty you won't get anywhere with the engine if you don't put the effort in and thats just the blunt and honest truth of the matter, sorry.
Torque Owner Krane
Hope that helps.