T3D 1.1 GOLD - Can't open Cheetah max models etc.
by Harvey Greensall · in Torque 3D Professional · 06/05/2011 (12:44 pm) · 17 replies
Hey Guys,
I've found the max files you've kindly left for us to use in the fps example for the wheeled vehicle (Cheetah), but can't open them. Could you tell me what version of max they were created in? Has anyone else managed to open them? Maybe we could have some extras like an .fbx or .3ds too so they can be used in other versions of max and other applications like blender etc. too? Maybe I'm just being dumb? 8)
I've found the max files you've kindly left for us to use in the fps example for the wheeled vehicle (Cheetah), but can't open them. Could you tell me what version of max they were created in? Has anyone else managed to open them? Maybe we could have some extras like an .fbx or .3ds too so they can be used in other versions of max and other applications like blender etc. too? Maybe I'm just being dumb? 8)
#2
(considering milkshape is indie-friendly) :)
06/05/2011 (8:46 pm)
Milkshape source files would be awesome aswell.(considering milkshape is indie-friendly) :)
#3
06/05/2011 (10:40 pm)
max 2011 opens fine
#4
..try installing opencollada for Max2010, that should be able to open the dae file because of the way they handle the data in that format.
Harvey, You can email me and I'll reply with a Max 2010 cheetah file.
(note: I did not make the cheetah)
06/05/2011 (11:51 pm)
"<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.3.0; Revision: 839M; Platform: x64; Configuration: Release_Max2011</authoring_tool>"..try installing opencollada for Max2010, that should be able to open the dae file because of the way they handle the data in that format.
Harvey, You can email me and I'll reply with a Max 2010 cheetah file.
(note: I did not make the cheetah)
#5
06/06/2011 (1:05 pm)
Cheers for the info. guys.
#6
06/06/2011 (5:28 pm)
I reinstalled openCollada and poof! It works now. Odd but working. Thanks
#7
Feel free to nag them about including it in the official builds here.
06/06/2011 (6:12 pm)
One thing to note - we had to make a small change to the stock OpenCollada MAX exporter to add support for visibility animations. I've provided the patch to them, but so far it does not seem to have been picked up.Feel free to nag them about including it in the official builds here.
#8
06/06/2011 (8:51 pm)
disregard
#9
06/06/2011 (9:38 pm)
Thanks for that patch. ;)
#10
@CSMP...I think you are 'so right' with your observation towards source content; provide it for all levels of budget, experience, etc....it would demonstrate the 'FLEXIBILITY' of the Torque brand products, ;). Widen the userBase even more.....
06/07/2011 (6:51 am)
I've looked into Ms3D Source files[for current Final build] and have offered to author some from the default SDK assets[KORK,Gideon, etal]. Keep asking[especially David Montgomery-Blake]....and perhaps I can get contracted to do some of my rexyMagick for all my Milkfarm buddies out there and Torque brand Indy Dev's!@CSMP...I think you are 'so right' with your observation towards source content; provide it for all levels of budget, experience, etc....it would demonstrate the 'FLEXIBILITY' of the Torque brand products, ;). Widen the userBase even more.....
#11
06/07/2011 (9:38 am)
Update...lol, only took since 6am this morning...but I've got the Cheetah[et al], the 'Soldier' and his 'weapon' in Ms3D format; animated[Yes, all 2572 frames of soldierAction-stuf you ain't even seeing now!]...hee-hee; how much is that worth?!? Priceless!
#12
I haven't unstuffed the final release yet... there is a warning dialog which instructs one to delete all previous installations of Torque on the machine, which I haven't been willing to do (I'd have to stop working(!)) until the matching AFX+USAISK release follows along in a week or two.
I think I was the last purchaser of the Beffy Horsepack, and although I've tried three times, I've yet to get the horse in and working satisfactorily--to date, I've had it a) ridable, but not with correct mounted pose; b) ridable with correct mounted pose; c) incredibly bad mouse control; d) incredibly good mouse control but only animating on other clients; e) animating on player client but not other clients; f) animating everywhere but not mountable... but never all the useful combinations at once.
A really thorough, working example of how to implement the code necessary for other skeletons in T3D would be incredibly useful.
06/09/2011 (3:57 pm)
Wait... there's a nonhuman model example? Complete with an alternate player/aiplayer file in the release to drive it?I haven't unstuffed the final release yet... there is a warning dialog which instructs one to delete all previous installations of Torque on the machine, which I haven't been willing to do (I'd have to stop working(!)) until the matching AFX+USAISK release follows along in a week or two.
I think I was the last purchaser of the Beffy Horsepack, and although I've tried three times, I've yet to get the horse in and working satisfactorily--to date, I've had it a) ridable, but not with correct mounted pose; b) ridable with correct mounted pose; c) incredibly bad mouse control; d) incredibly good mouse control but only animating on other clients; e) animating on player client but not other clients; f) animating everywhere but not mountable... but never all the useful combinations at once.
A really thorough, working example of how to implement the code necessary for other skeletons in T3D would be incredibly useful.
#13
@ Rex, that's awesome. I'd love to see those files.
06/09/2011 (4:30 pm)
Quote:I haven't unstuffed the final release yet... there is a warning dialog which instructs one to delete all previous installations of Torque on the machine,Don't worry about that warning. I have tge1.4 - t3D 1.1 final all installed to 1 torque folder. It's a warning that does nothing if ignored.
@ Rex, that's awesome. I'd love to see those files.
#14
@Rex, Cool, I use MS3d/Blender/Fragmotion as my main tools so it's a shame the assets are in Max only.
06/09/2011 (4:58 pm)
@ Netwyrm- The Cheetah is a new vehicle they added, Though I wish there was another animated actor I'm pretty happy to have the new vehicle instead. Now if we can get a flying vehicle and a hovering vehicle in there properly running I'd be even happier ;)@Rex, Cool, I use MS3d/Blender/Fragmotion as my main tools so it's a shame the assets are in Max only.
#15
Cheers
Rexy
06/09/2011 (5:30 pm)
Contact David Montgomery-Blake....all; let him know Ms3d Source files are wanted! More than happy to work with the GG Art Dept. on generating something!Cheers
Rexy
#16
add me to the list of folks requesting source art in ms3d format as well.
06/10/2011 (5:58 pm)
Rex, ur my hero. your tutorial content was the only way I learned how to export blend animations from milkshape. =)add me to the list of folks requesting source art in ms3d format as well.
#17
06/02/2014 (2:46 pm)
3 years later and the MS3D files are still not available?
Torque Owner Spencer
Haven't Decided Yet Studios