Game Development Community

Another Milkshape export problem

by Jason Gossiaux · in Artist Corner · 07/04/2008 (9:45 pm) · 3 replies

I'm not sure if this is the place to post problems anymore, it seems like a ghost town. What's everyone doing these days, stealing Maya and 3dsmax? :chuckle:

Anyhow, I'm having an issue where everytime I use the Torque DTS Plus exporter my DTS model's groups split at the vertices. I go and reweld them, export, and boom they become unwelded again. I'm not sure what is up with it.

Thanks for any help you can give me.

#1
07/06/2008 (12:26 am)
Well it appears my problem was forgetting to combine all groups into one prior to exporting. Doing that has solved the vertex splitting.

My new problem involves static shapes and shadowing. If I enable shadows on the static shapes I can get them to shadow using their collision mesh. However if I add a second collision mesh I find they only shadow off the last one. Has anyone experienced problems with this before? I've also experienced problems where collision meshes can shadow on the inside which looks very bad. So I always make sure the meshes are entrapped inside the body of the mode..l.

I'm also curious to know how animations and LoD are handled. If I make a model and rig it and animate it - then use a plugin to make several lower poly models for LoD, do I need to rig and animate all of those as well? How do people usually setup their workflow for this?

I'm curious to know if Milkshape has perhaps become an unpopular method of doing modeling/animation. I've shied away from 3dsmax and maya due to the cost and lack of documentation regarding their use. Is this new Houdini any good? Should I go visit the Milkshape forums instead of posting my questions here?

Thanks!
#2
07/06/2008 (4:07 pm)
Quote:I'm not sure if this is the place to post problems anymore, it seems like a ghost town. What's everyone doing these days, stealing Maya and 3dsmax? :chuckle:

The milkshape exporter is so good, people don't have problems to post about! ;-)

The vertex welding issue is actually a problem with the Milkshape SDK => you've chanced upon the workaround already.

Quote:My new problem involves static shapes and shadowing.

This sounds like a TGE issue => the engine is probably only generating a shadow using the highest detail level. Not much the exporter can do about this, I'm afraid.
#3
07/06/2008 (4:51 pm)
Well the problem has become more complicated, so I posted about it over in the engine section.

It seems that if there is any collision mesh at all, the shadows are corrupted and all over the place. I've seen examples of people having DTS objects with player-like shadows - so perhaps it is a Milkshape specific issue. I'm just not sure...


Edit : It looks like issue 1 is as you said, Torque deciding the highest detail is what to shadow, which conflicts with collision meshes. I posted a fix in the Engine thread.

Issue 2, my shadow corruption, is related to making objects receive shadows and is also Torque related.