Max2dts Docs Errata
by Patrick Glaspey · in Torque Game Engine · 08/07/2003 (9:48 pm) · 6 replies
Under the section titled
The .CS script file:
Note that animations are called by name in the engine, the sequence numbers are ignored. If you use the same animations and names that are used in the demo, your character will work without any changes to the code. Also, if you call your player 'player' you will not have to alter any other scripts to get it to load as the player character.
Under Sequence numbering and the .CS file:
When you create a .CS file for your shapes, it is important that they are entered into the list in the correct order. The animation are called by the engine by index number, not by name. If you don't want to change anything in code, use the same numbering scheme and animations contained in the player.cs (link to player.cs)that is included in this tutorial. If you want to change things around or add animations to your game, talk to the lead programmer on your team about the numbering scheme you wish to implement to call the animations.
Which of the above is correct?
The .CS script file:
Note that animations are called by name in the engine, the sequence numbers are ignored. If you use the same animations and names that are used in the demo, your character will work without any changes to the code. Also, if you call your player 'player' you will not have to alter any other scripts to get it to load as the player character.
Under Sequence numbering and the .CS file:
When you create a .CS file for your shapes, it is important that they are entered into the list in the correct order. The animation are called by the engine by index number, not by name. If you don't want to change anything in code, use the same numbering scheme and animations contained in the player.cs (link to player.cs)that is included in this tutorial. If you want to change things around or add animations to your game, talk to the lead programmer on your team about the numbering scheme you wish to implement to call the animations.
Which of the above is correct?
#2
Thanks for your help Joe, you always seems to provide quick and useful assistance. It is appreciated.
08/07/2003 (10:02 pm)
Great thanks. It is possible to update the docs? or not?Thanks for your help Joe, you always seems to provide quick and useful assistance. It is appreciated.
#3
Procedure 9.1. Create a Simple Sphere
From either the top, user, or perspective view, create a sphere with 16 sides.
I think the term here should be segments instead of sides.
In the next section "Texturing the sphere" it explains how to setup the texture but doesn't actually tell you to apply the texture to the sphere, such as by dragging it on to the shape in the viewport.
When aligning the bounding box to the sphere, you have to modify the Z axis location of the box to get it to enclose the sphere correctly. For example:
If your sphere has a radius of 16 then your bounding box should have length, height, and width of 32, and your "Absolute World" parameters will be X=0 Y=0 and Z=-16
In the "Add the Detail Number" section :
The "Renumber Selection" button is listed under the Utilities tab after adding the "DTS Export Utility" to that area by following the intructions on the previous page. (I had a little trouble finding it at first)
To see the schematic view in 3DS Max you choose Graph Editors->New Schematic View.
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Again these are very minor but they could probably save some users a little time.
05/18/2004 (11:40 am)
I went thru the max2dts Simple Shape tutorial today and ran into a few very minor details. Most people could figure it out but I'll post them anyway. Sorry if they seem really nitpicky.Procedure 9.1. Create a Simple Sphere
From either the top, user, or perspective view, create a sphere with 16 sides.
I think the term here should be segments instead of sides.
In the next section "Texturing the sphere" it explains how to setup the texture but doesn't actually tell you to apply the texture to the sphere, such as by dragging it on to the shape in the viewport.
When aligning the bounding box to the sphere, you have to modify the Z axis location of the box to get it to enclose the sphere correctly. For example:
If your sphere has a radius of 16 then your bounding box should have length, height, and width of 32, and your "Absolute World" parameters will be X=0 Y=0 and Z=-16
In the "Add the Detail Number" section :
The "Renumber Selection" button is listed under the Utilities tab after adding the "DTS Export Utility" to that area by following the intructions on the previous page. (I had a little trouble finding it at first)
To see the schematic view in 3DS Max you choose Graph Editors->New Schematic View.
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Again these are very minor but they could probably save some users a little time.
#4
Logan
05/18/2004 (1:11 pm)
I am slowly working away at updating these docs so that they are a bit more user friendly and contain various updates and information that has been frequently asked since the docs were first written. If you guys have any other thoughts or comments on errata please pass it along as it would be greatly appreciated.Logan
#5
05/18/2004 (2:44 pm)
Logan: I did do a lot of minor revisions of the Max2Dts docs (the one currently on the site). You might want to take a look at that. I can't list all of the changes, as they were very numerous and mostly just clarifying or organizing the information already given.
#6
05/18/2004 (4:34 pm)
Cool Alex thanks for the tip, I will go through it and see what I can pick out. Sorry for taking so long to write this stuff, finishing DH Lore took priority.
Torque Owner Joe Maruschak