A question
by Dustin Mullen · in Technical Issues · 08/06/2007 (6:42 pm) · 14 replies
I know this may sound stupid, but I'm new to this engine. I've been programming in the language Torque uses, but I'm not real sure how to do this.
I have bought some new models for my game, but I do not know where to put them. Unzipped them, opened the folder, and put them in either interiors or shapes depending on what they are. They didn't come with a readme either.
I put my building files (fences, buildings) in my interior folder, but they show up as static images and I can run right through them. How can I fix this?
Also, I bought some new models(characters) and put them in the shapes folder and they do not show up.
I have bought some new models for my game, but I do not know where to put them. Unzipped them, opened the folder, and put them in either interiors or shapes depending on what they are. They didn't come with a readme either.
I put my building files (fences, buildings) in my interior folder, but they show up as static images and I can run right through them. How can I fix this?
Also, I bought some new models(characters) and put them in the shapes folder and they do not show up.
#2
08/07/2007 (6:31 am)
Your models will have to be in DTS format and have a collision mesh defined by the DTS exporter. If you bought models, they may still be in another format (such as OBJ or 3DS).
#3
08/07/2007 (7:41 am)
Thanks for your help. The objects are in 3ds and OBJ. I thought torque could use 3ds and other objects, but I suppose not. I'll have to get Torque Constructor and see how things go from there.
#4
08/07/2007 (7:43 am)
Constructor does not generate DTS models. You will need a dedicated modeling package such as Max, Maya, Lightwave, XSI, Milkshape or Blender to export your OBJ and 3DS models to DTS.
#5
08/07/2007 (9:01 am)
I have the DTS files. I imported them in torque constructor. Now, should it take awhile for a object to convert to dif format from dts in torque constructor? I saved it as a reference shape (I'm guessing this is dynamic). I have a large barn, and my CPU is 100% and the program says it is not responding. I did smaller objects, and it worked great.
#6
08/07/2007 (9:35 am)
It doesn't actually convert the DTS's to DIF's. What it does is bake the information into the DIF's. You will have to have your DTS's available for the engine to load. I haven't had Constructor freeze while making a DIF, but then my shapes have been small for the most part.
#7
08/07/2007 (11:17 am)
Okay, I put my files in a folder called barn (containing: .dtf, and the .dts file). I put that in my interior folder and it shows up in torque, but it will not appear in the game engine. Such as click brige, a bridge appears and I relight it. Well, I click on barn, and nothing appears, even when I relight. I'm going through documentation on Torque(300 pg book) on how to use the engine.
#8
08/07/2007 (11:49 am)
If the dif does not show up then there something wrong with the dif. You will need to find and fix the problem and reexport it.
#9
08/07/2007 (12:23 pm)
Look in your console to see if there's a clue to what is going wrong. Also, you can look below the terrain to see if it is loading it way down there somewhere.
#10
1. How do you create a tab menu that displays how many people you have killed, deaths, player name, and ping. For example.. tribes 1 had this fuction and from what I believe, this is all basically the same coding.
2. Would you mind if I added your names to the credits page? You guys are helping me piece this together.
First I would need to bind tab to the new tab menu. I suppose I could put this fuction in main.cs? Or should I put it elsewhere?
Such as bind keyboard0 (tab) to (tab menu);
I'm kinda rusty, but it's something like that to bind it to the tab menu.
08/07/2007 (6:28 pm)
I did look below and I don't know what is wrong with my dif file. It appears fine. Well, onto something else I suppose. I'll come back to this later. Now, this should be an easy question for you guys.1. How do you create a tab menu that displays how many people you have killed, deaths, player name, and ping. For example.. tribes 1 had this fuction and from what I believe, this is all basically the same coding.
2. Would you mind if I added your names to the credits page? You guys are helping me piece this together.
First I would need to bind tab to the new tab menu. I suppose I could put this fuction in main.cs? Or should I put it elsewhere?
Such as bind keyboard0 (tab) to (tab menu);
I'm kinda rusty, but it's something like that to bind it to the tab menu.
#11
08/07/2007 (9:16 pm)
Don't put me in the credits, I didn't help you with anything. The Tab menu is a good idea, but unfortunately, I'm no good with client side code and cannot help you. However, there are a few resources you could search for that might be able to help you out. Good luck!
#12
How do I change my player image and what do I do with these files?
Scripts: M16(weapon), soldier_accessories, and soldierGUI.gui
DSQ Files:
I have a soldier and I have the following files: back.dsq, death.dsq, freeze.dsq, gogogo.dsq, helmet.dsq, head2.dsq jump.dsq, root.dsq, root2.dsq, ruck.dsq, run.dsq, side.dsq, sitting.dsq,
DTS Files:
soldier.dts
tracer.dts,
DSO files:
Soldier.cs.dso
PNG Files: All the corresponding art for the DSQ files.
08/08/2007 (7:34 am)
Okay. Well, I'll search google and try to find something in my Manuel on how to do that. Maybe you can answer this:How do I change my player image and what do I do with these files?
Scripts: M16(weapon), soldier_accessories, and soldierGUI.gui
DSQ Files:
I have a soldier and I have the following files: back.dsq, death.dsq, freeze.dsq, gogogo.dsq, helmet.dsq, head2.dsq jump.dsq, root.dsq, root2.dsq, ruck.dsq, run.dsq, side.dsq, sitting.dsq,
DTS Files:
soldier.dts
tracer.dts,
DSO files:
Soldier.cs.dso
PNG Files: All the corresponding art for the DSQ files.
#13
But the documentation for getting it in-game is extremely straightforward.
08/08/2007 (7:50 am)
I take it you bought the soldier pack. If you read the documentation that comes in the pack, it will tell you how to change everything to get your soldier to appear. Same with the Jill and Skeleton packs. I'm assuming Ada and Adam as well, though I do not own them as I am not a Max user.But the documentation for getting it in-game is extremely straightforward.
#14
08/08/2007 (10:18 am)
I found the documentation on how to do it. Mine didn't come with it, so I searched for it and asked some friends if they had it. Explains why mine was cheaper....
Torque Owner Bryce
Tactical AI Kit