Game Development Community

Few Beginner Questions

by Mr Nic · in Torque Game Engine · 09/01/2007 (4:38 am) · 15 replies

G'day, I'm a Game Art student from and have recently been delving into the Torque game engine.

Now I'd just like to know how to get my Maya models into the Torque FPS kit, like which directory to put them in etc. because I've been racking my brain trying to figure it out lol.

And also how to get my animations within there. (eg LowPoly Man doing a walk cycle and sidestep cycle)

Thanks if you can help and I hope I can churn out something good in the future.

-Colobus.

#1
09/01/2007 (4:49 am)
The first thing that you'll need to do is download the Maya DTS exporter: DTS Tools

After that you'll want to head over to the TDN and work your way through some of the tutorials: Torque/DTS/Getting Started

Good luck.
#2
09/01/2007 (4:57 am)
Hmm

i doubt he could do that becuase my guess is that he does not actually own a licence else this query
would not have been posted in the public forum but the private ones?

If u do have a licence then pls accept apologies, it just seems curious posting a question in a public forum
when u could look it up in tdn or use the private space
#3
09/01/2007 (5:57 pm)
No I do not have my own license, we are using the Torque game engine at our Tafe facility (and there are only a few copies there)

I've already downloaded the Maya DTS and exported my models and animation as DTS files, I can get them into showtool, so now I just need to know how they get into the FPS kit.

Thanks for the replies.

-Colobus
#4
09/01/2007 (6:00 pm)
Which Tafe is teaching Torque?
#5
09/01/2007 (8:05 pm)
The Tea Tree Gully Campus. Basiclly we have a long term project we've basiclly just began of creating a game (we'll eventually be teaming up with programmers from Adelaide Uni) but for now we have the ask of importing assetts into the FPS kit.

So could I get some help :)
#6
09/01/2007 (8:48 pm)
I just finished a Carnegie scholarship at Adelaide Tafe, small world.

I'd be happy to help but you'd need to be more specific in exactly what you're trying to achieve. Just stating that you want to get content into the fps kit is a little vague.
#7
09/01/2007 (10:55 pm)
Well basiclly we just need to import 3 static objects, a building, a fence and a gun. And a low poly test character model with 2 animations (walk cycle and sidestep cycle). We've already exported them as DTS files.

Thanks mate.
#8
09/01/2007 (11:16 pm)
For static objects it should just be a matter of storing the respective DTS files and any accompanying textures within the data/shapes folder. You can place them inside a map with the mission editor (F11 -> F4). Use the scene graph view in the mission editor to navigate through the static shapes directory. Once placed in the level, you can use the widget to move it around, hold down Alt to rotate and Ctrl-Alt to scale. With the object selected, hit F3 to view some basic properties about the object. For objects to have collision enabled, you will have to include a collision mesh within your DTS file.

The weapon and the player require a little more work. You'll need to create some scripts for these types of entities. I suggest taking a look at the crossbow.cs and player.cs scripts and learning by example.

Let me know how you go with all that.
#9
09/02/2007 (2:56 am)
Which data/shapes folders, we've been pasting in all of them, and so far havent got the corresponding folders to showup in the right hand menu.

Should this be done before Torque FPS is booted up?
#10
09/02/2007 (3:10 am)
If you're using the starter.fps kit then the full directory will be starter.fps/data/shapes. You should place your objects in sub-folders of that directory.

Yeah, do it before loading the game.
#11
09/02/2007 (3:48 am)
Ah ok well I'll try that tommorow morning.

Where are the crossbow.cs and player.cs scripts located?

Thanks mate.
#12
09/02/2007 (3:50 am)
Both those scripts are located within the server/scripts directory and can be opened with any text based editor.
#13
09/03/2007 (6:26 am)
Well so far I've got my man in there, and we'll import the buildings and such.

But to simply get the guy to animate (not become him) what do you do script wise?

Thanks so far
#14
09/03/2007 (6:48 am)
Create a new script in the server/scripts directory named anims.cs.

In this script add:
datablock StaticShapeData(YourPlayer)
{
   category = "Animated Shapes";
   shapeFile = "~/data/shapes/pathToYourPlayer.dts";
};

function YourPlayer::onAdd(%this, %obj)
{
   %obj.playThread(0, "NameOfYourAnimation");
}

Execute this script from sever/scripts/game.cs within the onServerCreated() function like so:
exec("./anims.cs");

That's about it for a simple animation.
#15
09/03/2007 (7:39 pm)
Is the 'onServerCreated()' exucted from within Torque?