a LOT of modeling questions
by Dr. John Nobody · in Torque Game Engine · 07/02/2002 (2:21 am) · 5 replies
hey guys, I'm kinda new, but really trying to figure torque out........ I have a few questions to ask about how different models work in torque.
I have managed to build and export simple textured models in the .dts form, however, the colision does not work with them. I also noticed (this may just be on my computer) but the other .dts only models (such as trees, rocks, bushes)also dont have working colision detection in the torque demo (however they do in realmwars).
On top of that, I have noticed that objects such as weapons and other usable items have their .dts file complimented with a .ms3d file. I have been checking out documentation on the exporter, but havnt found any explanation as to what an .ms3d file is or does, if someone could explain it to me or point me in the direction of a resource that explains it, then I would be very gratefull.
My final question deals with the third model format I found (and the most confusing), its the models found in the interiors folder (for example, the house, pyramid, bridge, and other structures). They seem to have a .map file complimented by a file in microsoft excel format (this I found REALLY weird and confusing), I havnt found any information dealing with this topic anywhere.
if anyone could help by explaining, or sending rescources that deal with these problems, I would be very gratefull
I have managed to build and export simple textured models in the .dts form, however, the colision does not work with them. I also noticed (this may just be on my computer) but the other .dts only models (such as trees, rocks, bushes)also dont have working colision detection in the torque demo (however they do in realmwars).
On top of that, I have noticed that objects such as weapons and other usable items have their .dts file complimented with a .ms3d file. I have been checking out documentation on the exporter, but havnt found any explanation as to what an .ms3d file is or does, if someone could explain it to me or point me in the direction of a resource that explains it, then I would be very gratefull.
My final question deals with the third model format I found (and the most confusing), its the models found in the interiors folder (for example, the house, pyramid, bridge, and other structures). They seem to have a .map file complimented by a file in microsoft excel format (this I found REALLY weird and confusing), I havnt found any information dealing with this topic anywhere.
if anyone could help by explaining, or sending rescources that deal with these problems, I would be very gratefull
#2
Whether you can walk through trees or not really depends on how they are constructed in the level.
As for the .map and .dif files:
The .map files are only included so that you can edit them in worldcraft and quark, etc. In order to use them in game they need to be converted to .dif
Unfortunately, microsoft excel has a file extension associated w/ it for .dif - these are in no way the files that excel thinks they are, they are the torque interior format.
Torque uses terrains (rolling hills, water, etc) and anything building based is placed on the map as a converted .map (converted to .dif), trees and the like are placed on as static .dts files which are converted from .ms3d or .max and the like.
A superb mission editor is included in the game (f11) in which you can place buildings, statics, and rotate/edit them. (f1 for help).
Hope this helps somewhat.
More information about these things are scattered around this site in the forums and resource sections.
Regards,
Brett
07/02/2002 (4:27 am)
David has answered your .ms3d question.Whether you can walk through trees or not really depends on how they are constructed in the level.
As for the .map and .dif files:
The .map files are only included so that you can edit them in worldcraft and quark, etc. In order to use them in game they need to be converted to .dif
Unfortunately, microsoft excel has a file extension associated w/ it for .dif - these are in no way the files that excel thinks they are, they are the torque interior format.
Torque uses terrains (rolling hills, water, etc) and anything building based is placed on the map as a converted .map (converted to .dif), trees and the like are placed on as static .dts files which are converted from .ms3d or .max and the like.
A superb mission editor is included in the game (f11) in which you can place buildings, statics, and rotate/edit them. (f1 for help).
Hope this helps somewhat.
More information about these things are scattered around this site in the forums and resource sections.
Regards,
Brett
#3
07/02/2002 (4:59 am)
thanks guys....... your responses REALLY cleared things up for me, however, there is still this one little thing that kinda bothers me...... my collision problem, I tried a tutorial on building a .dts shape with collision and it didnt work, now normaly I would assume that I just screwed up somewhere. However, the trees and rocks built by GG dont work either, which makes me wonder if maybe there is a problem with the demo or maybe its just my computer or something..... anyway, I was wondering if anyone else had this problem or if everyone else has this problem, if anyone has any info about it or what to do, then please respond!
#4
07/02/2002 (5:51 am)
Quote:Definitely not! :-) They just aren't setup correctly, which is really confusing, yes... I think GG should take these out... otherwise everybody thinks there are problems with the collision detection and whatnot, but if you follow the basic tutorials provided here, everything should work for you!
However, the trees and rocks built by GG dont work either, which makes me wonder if maybe there is a problem with the demo or maybe its just my computer or something
#5
07/02/2002 (6:13 am)
thanks man! that is really good to know..... I was afraid there was something seriously wrong.... I really appriciate everyones input, I will be sure to name my first 3 sons after you guys :)
Torque Owner David Boyd