Game Development Community

TGE1.5.2 models in other formats?

by Derry Bryson · in Torque Game Engine · 08/23/2007 (3:04 pm) · 25 replies

Are the models that are included with TGE 1.5.2 SDK (such as the player, player.max) available in other formats besides max? i.e. something that can be imported into other 3D modeling programs?
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#1
08/24/2007 (7:23 am)
I believe there are also Milkshape sources for some of the items, at least the statics.
#2
08/24/2007 (7:55 am)
Yeah, but the most interesting stuff like the player and the buggy are max only. I want to be able to see how they are laid out for animation, etc. I'm supposed to have a $4000 modeling package to use the $150 game engine?

Is there anyone who has 3ds max that would be willing to convert the max files to importable formats and create a resource?
#3
08/24/2007 (7:59 am)
Where skeletons, skinning data and animations are concerned it's not always a trivial task to convert to other file formats (whilst preserving the animation data). Aside from that, the DTS format has to be meticulously set up in a unique fashion for each content creation program.

What formats would you like to see?
#4
08/24/2007 (8:04 am)
If you are a Lightwave user, Dave Wyand has example models over at Gnometech.
#5
08/24/2007 (8:16 am)
I'm don't know much about 3d modeling and skinning, skeletons, etc. which is why I am so interested in looking at working models like the buggy and player. Sounds like what you are saying is that it can be more involved than simply loading up the max file and exporting to another format. So perhaps I am asking for a lot more than I thought.

As far as formats, I'm not sure exactly what would be best, but ones that are easily importable into many modeling programs. Maybe 3ds? But given that you say they need to be setup for each program to export to DTS correctly, perhaps Blender or Milkshape format files as well that are all setup correctly (programs that accessible to everyone).

Perhaps a bounty could be put up to compensate someone for doing this. I would be willing to put up some cash and there must be others here who would be interested as well.
#6
08/24/2007 (8:17 am)
@David: Thanks for that link, I do have Lightwave.
#7
08/24/2007 (8:23 am)
3DS models do not contain animation data. FBX or Collada are probably the most common formats that contain animations, though their implementation in different products can cause problems moving between products, even if the format is portable.
#8
08/24/2007 (8:25 pm)
tdn.garagegames.com/wiki/DTS/Blender/Creating_an_Advanced_Character

This article needs to be updated, but it should help get you started. The exporter is now a newer version and I am not sure it will work with the 2.41 version of Blender. You would be better off using a newer version of Blender (2.44) and the newer version of the exporter.
#9
08/24/2007 (8:29 pm)
Oh, and there are converters out there that will get the mesh out of a max file. You will just have to rig and animate it on your own. I would recommend creating your own character using Milkshape or Blender if you are on a limited budget. I use Blender for my stuff and have found the exporter to be very good. It is in a state of flux and not all features are implemented last I checked, but it does work. My favorite things to use are IK animations (Blender) because it is so easy to animate once you rig it up. You will have to learn quite a bit to use it, but once you learn it...
#10
08/24/2007 (9:11 pm)
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#11
08/25/2007 (8:47 am)
@David: Okay FBX it is then. Now all I need is someone interested in doing the conversion. How much time would it take to do it?

@Frank: Thanks for the info. It seems silly, though, to ignore the models that come with TGE that have perfectly good animations. I don't want to use them as is, but as a base for my own stuff.

@Joseph: A DTS importer would solve the problem, but I am not quite ready to tackle that yet.
#12
08/25/2007 (9:56 am)
It depends on what you want it converted to, and how good the exporter/importers for the programs are. As well as how versed they are in the Torque DTS format for the applications. Plus having both applications to work with. Here is a good view of how complex a somewhat simple shape can be to convert.
#13
08/25/2007 (9:56 am)
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#14
08/25/2007 (4:07 pm)
@David: I think I am finally starting to understand what you (and Tim) are trying to tell me: a) it's not as simple as I thought, and b) there probably isn't any one format that would work universally. Even if I had an FBX file for the player, for instance, it probably wouldn't do me a lot of good since there would still be a lot of work to be done just to get it properly imported and ready to export to DTS. Given my lack of experience I would probably be better off learning to do it from scratch rather than trying to fix an FBX import.

So what I need is someone with both 3ds max and Milkshape and/or Blender experience as well as experience with DTS and Torque to do the conversion. Sounds like it could be expensive.

@Joseph: Sorry, for some reason I got the impression you were sort of asking for help or offering source code to your importer or something (even though you didn't say anything like that in your post). It would be cool if you did have the default Torque models in Blender format, though!
#15
08/25/2007 (4:30 pm)
Maybe give Shaper a shot
www.inversesoftware.com.au/Shaper/index.php
#16
08/25/2007 (8:48 pm)
Some time ago i recreated the skeleton from ground up based on the max file for the player into Lightwave, i have everything exactly as it is in Max, bone names, parenting, nodes, everything is exact. but for some reason the model i was using to do this with Torque did not like at all.

it has been a while since i went back to it, just because it frustrated me that much. But i am going to be looking at it again with a new model. Hopefully i can get some better success this time around. If i do i will post the results and hopefully a link to download the rig for all those Lightwave users whom would like to use the default animation.

Here is to some luck!

*Crosses fingers
#17
08/27/2007 (8:33 pm)
Derry,
The animations that come with Torque were designed for one character: the orc. So it seems silly to me to use that as a base for all other characters. Especially if you want to do something like: replaceable clothing that is animated to match player movement or characters that have frontal appendages that bounce. The current bone structure is completely inadequate.
#18
08/27/2007 (9:12 pm)
@Frank: I don't know, it seems like the animations might be rather generic, just move the bones around a bit. Seems like they should be useable, possibly with a few mods. In fact, I think I have seen models that advertise they will work with the "default Torque animations." As far as animated clothing and bouncing "frontal appendages" (boobs?) , I was thinking I would tackle that after I knew a little more. But perhaps you are right, I just don't know since I can't even play with it to find out.

------

The issue of not having 3ds max is even worse than I thought. Most of the content packs available from GG only include max models so they are unusable to me except using the dts files without modification. When I purchased TGE, I looked at all the content packs available and thought I would be able to use them to get me started, but actually not so much. Not to mention that none of them are actually listed as working with 1.5.2.

I almost feel I was tricked by GG, thinking I would get a lot of usable content with the TGE SDK (here's an excerpt from the TGE:

<<-- start quote
# Additional Art Assets - A selection of building and character models, environmental art, effects, and other content is now part of the TGE 1.5 package.

* Elf Character
* Redone Interactive Walkthrough Environment & Mission (Includes Skybox, terrain, etc)
* Replaced Trees & Rocks with new ones (Courtesy Games Extract)
* Redone buildings (Monument, Orc Tower, Hovel)
* 5 Starter Skyboxes (Courtesy of Red Thumb Games)
* RTS Environment Pack, Winter Environment (Courtesy Todd Pickens)
* Tim Aste Environment Pack #1
* Tim Aste Combo Pack #2 Particle FX Sampler
* Foliage Sampler from FPS Environment Pack (Courtesy Todd Pickens)
* Redone GUI from Interactive Walkthrough

In addition to a huge Mac update and other features, we have added $150+ worth of tools and content that will vastly improve the initial and ongoing TGE user experience.

>>-- end quote

Certainly some of this does exist in useable format (to me), but other parts do not. Nothing said I needed 3ds max to actually use the content. I made a lot of assumptions when I made the purchase, many of which were encouraged by GG's product information.
#19
08/28/2007 (6:55 am)
While marketing doco could be more transparent, you also should have done research into what was included in the packs before you purchased it. That's important whether it is a $5 model or a $500,000 engine. If it has OBJ or 3DS included, then you can modify the mesh but not animation. You will have to rerig it for use in your game.

Max is not a requirement. I've been using Lightwave with Torque for a long time. Others have been using Blender, Milkshape, Maya. Is it annoying to not have all the assets available for my particular app? Yes. But I also look to see the file formats plus understanding what different file formats offer, before I purchase. I picked up the Skeleton pack precisely because it was for Lightwave. I do not own the Ava or Adam packs, even though Spencer did a bang-up job on them...because I do not own Max. I do own the soldier kit because it is easy enough to reskin to have generic soldiers for a game. I did not need to modify the Max sources.
#20
08/28/2007 (7:41 am)
Take look at the BraveTree Girl, it has Milkshape source files. Yes it will work with TGE 1.5.2. I have export it with new animations and it work find. I would not add new bones or change the skeleton in Milkshape unless you know what you are doing. The jet bike has Milkshape and Blender files. The BraveTree Car Pack has Milkshape and Blender files.
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