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T3D demo soldier - source art - LOGGED (THREED-2035)

by Andy J Edmonds · in Torque 3D Professional · 06/23/2011 (6:15 am) · 18 replies

Can anyone tell me what version of 3ds max the Soldier model (Soldier_Animation_Master.max found in the FPS Example) was created in?

I can't get it to open in 3ds max 2010.

Thanks..

About the author

Formed in 2005, EiKON Games is an indie games development project based in the UK working on the tactical first person shooter "Epoch: Incursion". See the Join Us or Contact Us pages at http://www.eikon-games.com/


#1
06/23/2011 (7:11 am)
I believe it was 2012
#2
06/23/2011 (7:14 am)
Ah, thanks Mich. That would explain it.

What are the chances of getting a version saved for 2010 compatibility?
#3
06/23/2011 (10:48 am)
or even older, my only access is to my old student copy of max 9 and my only artisty friend also uses the same version. Alternatively can we get source art copied to other formats

While this may not be a problem for the 10 or so people with the latest version of max or the 50% of max users who have the latest pirate version.

But for us more indie/hobbyist/studenty types having source art we cant use is only slightly more annoying than having no source art at all :p
#4
06/23/2011 (11:26 am)
Logged as an improvement ticket under THREED-2035.
#5
06/23/2011 (1:53 pm)
// if you guys want this removed from the web, let me know. ..but know this: it's a private DIR and the RAR has a password. //

Soldier and cheetah files in Max2010:
torque.abigholeintheweb.com/private_t3d_files/Soldier_and_cheetah_2010.rar

PW: licensee_restricted_9959
#6
06/23/2011 (2:22 pm)
E.B. to the rescue! Works a treat - nice one...
#7
06/23/2011 (2:40 pm)
I had max open for work..I thought I would take 5 minutes to help out :P
#8
06/23/2011 (6:56 pm)
How about source art in Milkshape 3D ?
see the post:

www.garagegames.com/community/forums/viewthread/126286/1#comment-809198

Rex has offered to do this

A lot of us are low budget single dev type operations (the garage-type!)
#9
06/23/2011 (8:44 pm)
I'm going to let Rex handle that area as he's been trying to get GG to notice this is as a vital area for alot of their customer base.
- aka: I don't want to take a rung out of his ladder.
#10
06/24/2011 (12:46 pm)
@James Novosel and @E.B.: I hear what you guys saying and like I said in my previous post I've already logged it in as an improvement for support with older 3D Studio Max versions and another file format option for the developer's that can't afford Max.
#11
06/25/2011 (5:28 am)
@Christopher:

...Rex is here....and willing to do some work on the MilkFarm!

Let David Montgomery-Blake know you want the assets in Ms3d format!!

Get the word to the GG Art Dept...all I need is a little direction on how you want the assets to be constructed.
#12
06/25/2011 (1:39 pm)
Bah, stupid net problems ate my post from a few days ago.

@eb
I don't see any problem with you hosting those files like that.
#13
06/25/2011 (2:45 pm)
k, I didn't think there would be a problem, but I wanted to be sure. thx
#14
06/26/2011 (4:35 am)
Is there a way to return him to the T-Pose in Max?
#15
06/26/2011 (10:09 am)
figure mode; select a bone and go to the motion panel, find the figure-mode button. You can google 3dsmax figure mode for more help.
#16
06/27/2011 (10:09 am)
OK thanks.
#17
06/27/2011 (4:29 pm)
According to James Novosel's link above; in the previous post Rex has already finished converting some of the source files into MilkShape3D, I will add to those who would like to get ahold of the converted files.

Can Rex currently send us the files or do we have to wait?

P.S. Rex, Thank you for the time put into the conversions!
#18
06/28/2011 (7:35 pm)
I'm a little 'leery' of releasing, to the General Public, anything I've converted to Ms3d format until I hear from GG....

...kinda 'waiting' until the art assets are polished/finished; then I could push forward with further conversions. I'm also not certain how I should generate the 'skinned mesh' figure. In the crazy, zany DAE format...with the 'bind/export' pose in the last frame of animation of the file. That, to me, seemed very strange....so I went ahead and did some voodoo to the shape itself; more of a 'traditional' DTS setup. His 'bind/export' pose is set to the 'root' look; figure holding rifle weapon. The figure still has the same animations...just with a 'standard' root pose; kinda snazzy what I did to get it generated, crazy, zany...'stuf'..LOL. This is why I think the best approach is to get some feedback from GG's Art Department on their 'vision' of how the assets should be presented...sorry gang; for now!

To reiterate: I have in Ms3d format....

Cheetah vehicle

Soldier figure

soldier weapon-this one is also kinda 'tricky' as it has Scale keyframes which ms3d doesn't support...but I got 'ideas' how to defeat that....HA. It would mean changing the hierarchy/skeleton of the shape/file to accommodate a 'hacked' Scale animation.