importing models purchased
by David Sinkler · in Torque 3D Professional · 04/13/2011 (6:52 pm) · 4 replies
i bought some models from garage games, but i can't figure how to import them into torque 3D.
any suggestions? thanks
any suggestions? thanks
About the author
#2
04/13/2011 (7:41 pm)
one is the official soldier pack. it has scripts as well, and i'm not sure were to put the scripts. thanks, i did though get the soldier loaded.i did get the enviroment pack. from what i believe you are saying is i would put shapes and textures in the environment folder, the sounds in the sounds folder and the scripts? in the scripts folder? client or server? would i just transfer the folder or just the scripts, sorry...
#3
For the models that are in Max Format, I get a friend of mine to export them to a LWO or OBJ format for me and use Milkshape3D.
For the Official Soldier Pack ... the scripts are needed. Create your base project, and then use the Gideon script and weapons as a base and put your reference to your models in there. Note however that the Official Solider Pack is scaled differently to Gideon (i.e. smaller) so you may need to either modify the C++ code to allow a scale to be applied to the model or reduce all the objects on your map to match the scale.
I recently ported the Offical Soldier Pack to both T3D 1.0.1 and the T3D 1.1 Beta 2 (if I remember correctly) and I used the Gideon scripts as a starter for that.
You are probably better off just transferring the sounds and objects and then lookign at the scripts and seeing where they should be stored in the T3D project.
If you give me an exact idea of the T3D version and the exact packs (chances are that I already have them) then I can give you some guidelines on where to put the stuff.
04/14/2011 (5:23 am)
I normally re-import the model into Milkshape3D (if I have the source) and then modify the texture names and material groups and then do a re-export to the latest DTS format.For the models that are in Max Format, I get a friend of mine to export them to a LWO or OBJ format for me and use Milkshape3D.
For the Official Soldier Pack ... the scripts are needed. Create your base project, and then use the Gideon script and weapons as a base and put your reference to your models in there. Note however that the Official Solider Pack is scaled differently to Gideon (i.e. smaller) so you may need to either modify the C++ code to allow a scale to be applied to the model or reduce all the objects on your map to match the scale.
I recently ported the Offical Soldier Pack to both T3D 1.0.1 and the T3D 1.1 Beta 2 (if I remember correctly) and I used the Gideon scripts as a starter for that.
You are probably better off just transferring the sounds and objects and then lookign at the scripts and seeing where they should be stored in the T3D project.
If you give me an exact idea of the T3D version and the exact packs (chances are that I already have them) then I can give you some guidelines on where to put the stuff.
#4
04/14/2011 (11:43 am)
Quote:You can actually setScale() on an object in script when it is added (during the onAdd callback).
Note however that the Official Solider Pack is scaled differently to Gideon (i.e. smaller) so you may need to either modify the C++ code to allow a scale to be applied to the model or reduce all the objects on your map to match the scale.
Torque Owner Donald Teal
Duck's Den Productions Inc
if they are in a different format then you will need to export them as dts or dae