Game Development Community

Anybody Have A WORKING 3DS Player model?

by Stephen Clark · in Artist Corner · 07/30/2003 (10:26 am) · 6 replies

I cant seem to get the green guy to export properly (he shows in the show tool, but its all messed up) and as a player he's invisible. Also, the 3DS Max filepack doesnt come with any animations does it? If someone could post a working 3DS file with animations that would kick ass! Or email me stephensjc@yahoo.com


Thanks,

-s

#1
07/30/2003 (2:15 pm)
If you are a TGE liscensee (or someone on your team is) they can get you the TGE Demo Guy (a segmented character model) from their TGE download and/or the Orc from Realm Wars (seperate CVS project). This will show you how a working TGE player model is setup.

As for animations. There are no Max animation files for the character models in any CVS download. The DSQs that come with TGE handle pretty much all of your needs and all you need to do to use them is to use just tear out the geometry from TGE Demo Guy or RW Orc and place your model overtop.

You can easily create your own DSQ files for your models simply by animating and then exporting (as described in the DTS Exporter Documentation by Joe Maruschak). Please note though that exporting DSQs can be somewhat tricky as well as hit and miss, so do not get frustrated, just keep trying again and ask questions.

Logan
#2
07/30/2003 (8:40 pm)
Yeah, I've been trying the 3DS Filepack guy (the green guy) but with no luck. BUT! I didnt realize RW came w/ the player.max file as well! That should help me with another test case.

Gracias Senor!

-s
#3
08/02/2003 (8:41 pm)
Ok, can you please spell this out for the nubie... Where can I find the demo guy and how do I tear out the geometry?

Rick
#4
08/02/2003 (8:53 pm)
Well if your an SDK owner the 3dsMAX file is in the folder under
Torque/example/fps/data/shapes/player. It will open with 3ds max. Might need a little work to get it to export though. Also the DOC's have a player model example but its not the blue guy. You can download the stuff and go through the docs and get started.

Matt
#5
08/04/2003 (9:54 am)
So many many thanks to the RW folks for putting their WORKING!! :) player model with their game. This didnt need any tweaks to get working. Thank you, thank you, thank you...

@Rick:

Exporting a player (or anything) from Max is kinda a pain because the exporter needs a bunch of information that takes the form of "Dummy" objects in Max which arent geometry, just items that hold tags... Players are esp. a PITA.
#6
08/05/2003 (8:58 am)
Actually they are quite easy. Once you get your basic scene structure/hierarchy going correctly you just copy and paste the necessary data into your other files :)

Logan