Scaling models.
by Braveheart · in Torque Game Engine · 12/04/2007 (12:00 pm) · 11 replies
Is there no way to scale models inside the TGE? Do they have to stay the same size as they're exported?
About the author
#2
Note: hitting f3 brings up inspector
12/04/2007 (12:27 pm)
When you have game engine loaded into a mission just hit F11 and then hit F3 and select the shape and then adjust its scale numbers in the inspector.Note: hitting f3 brings up inspector
#3
12/04/2007 (12:47 pm)
Thanks. What is this "green guy" thing? Also, when I export my player model, the camera and the crossbow seems to be on the model's feet... Why is this? Is the "green guy" a template for making player models correctly?
#4
NODES are what you need for the camera (first and third) by default. as in starter.fps. These are necessary with most entity, weapons ,characters etc......
Here is a link to a page where you can download a pdf called "DTS Node Listings"
Just when you go on the page click on the document link at top of page.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4273
This will explain all allowed nodes with torque.
12/04/2007 (3:14 pm)
Firstly the green guy is the max file that comes with the tutorial.base/data/shapes/player directory with the engine. he is a base character mesh but i am not sure if he is rigged or not.NODES are what you need for the camera (first and third) by default. as in starter.fps. These are necessary with most entity, weapons ,characters etc......
Here is a link to a page where you can download a pdf called "DTS Node Listings"
Just when you go on the page click on the document link at top of page.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4273
This will explain all allowed nodes with torque.
#5
12/04/2007 (3:28 pm)
Just FYI, in-engine scaling can produce odd effects. For interactive objects, like a player or vehicle, you should scale your objects in your modeling program and just use 1:1 in TGE, however for static objects, interiors and such scaling works just fine.
#6
Also i don't have 3ds Max and cannot use that .max file... Is there any blender version?
12/04/2007 (4:06 pm)
Thanks. So how do I set the nodes? Use them?Also i don't have 3ds Max and cannot use that .max file... Is there any blender version?
#7
12/05/2007 (6:26 am)
I thought the blue guy was the Max file and the green on the Blender conversion. Joseph Greenwalt released a green guy for Blender.
#8
their is now an orange guy for blender->torque character tests, like the blue guy, here is the link
www.garagegames.com/blogs/35183/13546
i cant really explain the use of nodes in blender because i am a max head but here is a link to a really good tut about the process
www.narcissisticstudios.com/tutorials/pmodel.htm
The use of nodes is done through script. Weapons,armor,etc......
And as with torque there are restrictions on the nodes you may have.
Ah sorry about scaling mistake, cheers for clearing that up.
12/05/2007 (12:06 pm)
The blue guy is the default .dts player model given with torque but for a more lifelike character look they give the base green guy instead for any testing purposestheir is now an orange guy for blender->torque character tests, like the blue guy, here is the link
www.garagegames.com/blogs/35183/13546
i cant really explain the use of nodes in blender because i am a max head but here is a link to a really good tut about the process
www.narcissisticstudios.com/tutorials/pmodel.htm
The use of nodes is done through script. Weapons,armor,etc......
And as with torque there are restrictions on the nodes you may have.
Ah sorry about scaling mistake, cheers for clearing that up.
#9
12/05/2007 (12:51 pm)
Doh! That's what I was thinking of! All these colors!
#10
12/06/2007 (1:02 am)
So what exactly can I use the orange guy for? The skeleton won't go onto my model so only for the correct size?
#11
Sorry for late response, computer had to be repaired.
The orange guy is a basic test character. He can be used as reference for proportions in a test level, animation testing and so forth......
Basically any thing you need a character mesh for. It saves you from having to make one of your own.
Just like the blue and green available with torque
Their is also a torque motion pack available to buy that will go with the orange,blue and green guy.
12/12/2007 (1:58 pm)
What do you mean the skeleton wont go onto model?Sorry for late response, computer had to be repaired.
The orange guy is a basic test character. He can be used as reference for proportions in a test level, animation testing and so forth......
Basically any thing you need a character mesh for. It saves you from having to make one of your own.
Just like the blue and green available with torque
Their is also a torque motion pack available to buy that will go with the orange,blue and green guy.
Associate David Montgomery-Blake
David MontgomeryBlake