Game Development Community

Questions

by Anthony Ratcliffe · in Torque Game Engine · 09/05/2008 (10:19 pm) · 16 replies

I've been working with the demo alot and have most the books on scripting but i have a few questions

1: www.3dcognition.com/book.htm is this book good for torque models is it detailed

2: torque for teens book why is there no section on the forum and where can i get hold of some of the items needed to do some of the tasks, 2 examples are the fps kit which i'm not to fussed about but i am also told to import the max file for orc then detail everything but the skelton and add my mesh, however i cant find it anywhere

3: tgb tutorials are lacking can someone give me an example of how many how detailed and general opinion on the quality of them

4: wat kinda size shud i be modeling to because when i work in max then import my models are HUGE even though i set the mesurementsto 1 unit equal 1 meter as told in torque for teens, does this mean one square on my max grid is one meter?

5: what size should the models be in max for a player?

6: i made a dts file and replaced player.dts with my model how ever it is still showing the orc

i understand no everyone can answer everything but please try your best

regards anthony

#1
09/07/2008 (9:04 pm)
Can someone please answer
#2
09/08/2008 (6:16 am)
I can only comment on #3. They seem very good for someone completely new, and there are quite a few more than there use to be. The grip I use to have with them (not sure anymore without going through the new ones), is that they cover the basics of using the editor but fall short of a real education in scripting.
#3
09/08/2008 (8:20 pm)
Thanks james jst to add another question i imported the rain data block and images from 1.5.2 demo into my friends copy of tgea and it seems there comign up with weird black dots around them. are tgea and tge images not compatible
#4
09/08/2008 (9:02 pm)
Question #6: Are you overwriting the "player.dts" file with the new one (i.e. calling the new .dts 'player.dts')? If so, make sure your replacing the one in the "~data/shapes/player" folder. Also, be aware that the demo is comprised of one excetuble and different game folders. As a result, the "player.dts" you are replacing may not be in the folder the .exe is accessing. You might try doing a search in the torque directory, and replacing all the "player.dts" files you find with your new model (save a backup before doing so). It should show your model, or at least not show the orc, but be aware that it may not work unless the skeleton you're using to animate your model is the same as or has the same animations as the orc model.
#5
09/08/2008 (10:18 pm)
Thanks james jst to add another question i imported the rain data block and images from 1.5.2 demo into my friends copy of tgea and it seems there comign up with weird black dots around them. are tgea and tge images not compatible
#6
09/08/2008 (10:20 pm)
Thanks daniel i think thats right about the skelton unfortunetly i cant get hold of the orc skelton max file mentioned in the torque book. little disapointed with how brief and unhelpful it is on this matter
#7
09/08/2008 (10:43 pm)
I think i found the skeleton of the orc http://fosters.realmwarsgame.com/tools/rootR7.zip can anyone confirm that i can use my own mesh on this then export with it using the existing animations
#8
09/09/2008 (9:30 pm)
If that's the orc skeleton, then it will work if you use your own mesh, but I don't use Max and so don't know if it is. I have the orc .max file, so if it doesn't work, I can send it to you via email if you like.
#9
09/10/2008 (12:53 am)
I think i look into it a bit more puting mesh on skeltons confuses me, any news on the other questions. daniel i'm guessing you use milkshape? i got it because of the 3d programming book.
#10
09/10/2008 (3:02 am)
I'm interested in working with TGE my question is, does TGE support databases?
#11
09/10/2008 (6:08 am)
Ok i'll try to help you with a few of your questions

1: no experience with books.

2: no idea

3: check TDN for TGB Tutorials iv seen a fwe there. tdn.garagegames.com

4: no the grid in max is not default to 1 unit. try making a cube with 1 unit hight, 1 wide and 1 width.
you can set the grid size in the grid and unit setup under hte costumize menu in max. just remember that in your top, left and front views the grid size changes depending on your zoom. only the grid in the prespective port stays constant.

5: calculate from the 1 unit rule... and test export unrigged models in to the game engine to find the right size.... this is not an exact sience

6: in the same folder where you find the *.exe file (let's call it the "root" folder) you will find a file named "main.cs", right at the top of this file you will find a variable named something like "default mod" followed by a "=" and a name (tex "fps.demo") this points to the game that will be loaded when you start your client.

so if it says "fps.demo" then the correct dts to change is located in "fps.demo/data/shapes/player".
#12
09/10/2008 (10:16 am)
@Anthony: I use Blender
#13
09/10/2008 (6:06 pm)
3. was suppost to be quality of the tge compared to tgb tuts

6. i've done that i know the file structure i think its a model problem

thanks for your reply tho
#14
11/12/2008 (12:34 am)
I m using Torque 1.4, and I want to create an another aiPlayer........ so how would I do??
And I have tried in the file aiPlayer.cc as follows but its not happening ........

function AIManager::spawn(%this)
{


%player = AIPlayer::spawnOnPath("Kork1","MissionGroup/Paths/Path1");
%player.followPath("MissionGroup/Paths/Path1",-1);

$player1=%player;
echo("*************************************************");
echo($player1);

%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);

%player = AIPlayer::spawnOnPath("Kork2","MissionGroup/Paths/Path2");
%player.followPath("MissionGroup/Paths/Path2",-1);

$player2=%player;
echo("*\&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&");
echo($player2);

%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);


return %player;
}

and from the missiongroup I have changed the path2's co-ordinate too.... but still its not working.
#15
11/12/2008 (8:06 am)
@Ryan - As I mentioned in you blog, I relocated your question to here: aiPlayer. No need to hijack an older thread.
#16
02/03/2009 (9:44 am)
Hey Anthony - just saw this post.

Anyway, to answer question number 1, yes Creating Game Art for 3D Engines is very detailed, literally step-by-step, covering not only how to model characters but also unwrapping, texturing, rigging, animating, exporting, and scripting. It is the result of 6 months of full-time work, with lots of full-color figures (over 200) and 332 pages long, and 90 minutes of video tutorials included on the book CD.

You can read more about it at http://www.3dcognition.com/book.htm