IFL files and the skins/ folder
by Browser_ice · in Torque Game Engine · 11/13/2007 (12:52 am) · 4 replies
I have seen numerous texts talking about using IFL and they all say the same pasted text everytimes :
Note that the engine is currently set to prepend a "skins/" directory to ifl resource names (your programmer will need to change this or else you will need to work around this).
But it doesn't tell me where that skins/ folder is.
data/skins/...
or
data/shapes/skins/... & data/interiors/skins/...
All those links were old ones. Is this problem still going on about using a sking folder in TGE 1.5.* ?
Note that the engine is currently set to prepend a "skins/" directory to ifl resource names (your programmer will need to change this or else you will need to work around this).
But it doesn't tell me where that skins/ folder is.
data/skins/...
or
data/shapes/skins/... & data/interiors/skins/...
All those links were old ones. Is this problem still going on about using a sking folder in TGE 1.5.* ?
#2
11/13/2007 (6:54 am)
I have never read anything about a skins folder, and yes, all you need to know is in that TDN article.. I wrote it =)
#3
It says to select the Sequence dummy, set the keyframes for the start and end, create a name like "start:end" or something.
Its the last step I never found out where to create that name. Where and how do I create that name in 3d max ?
11/13/2007 (12:46 pm)
Thank you but I never understood how to set up animation names in 3dmax.It says to select the Sequence dummy, set the keyframes for the start and end, create a name like "start:end" or something.
Its the last step I never found out where to create that name. Where and how do I create that name in 3d max ?
#4
11/13/2007 (2:29 pm)
Check out the Advanced Materials for Max section on TDN. It references how to setup IFL's in Max.
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