Gmax support for Torque engine
by Mark Walter · in Torque Game Engine · 10/14/2003 (12:21 am) · 4 replies
Does someone have info on how to use gmax for creating models/levels for the Torque engine?
Mark
Mark
#2
10/14/2003 (2:11 am)
We really need .dsq for ms.
#3
Can I do animation in MilkShape3D and export it for use by Torque?
Its related here too because, I've read from GMax documentation that you can animate your model there. So if we can export that to MilkShape3d -->> can we export the now MS animation to Torque?
10/14/2003 (2:33 am)
I actually don't know so I'm asking. Can I do animation in MilkShape3D and export it for use by Torque?
Its related here too because, I've read from GMax documentation that you can animate your model there. So if we can export that to MilkShape3d -->> can we export the now MS animation to Torque?
#4
But you can export the player model and just use the .dsq's which are there if you use the same formula as the player model which is there at current. But thats a problem if you want more animations.
Thats how I see it anyway.
If anyone knows a way around this i would like to know. Also if I have got it wrong, that would be very hepful!
10/14/2003 (4:02 am)
MilkShape 3d exports to .dts, and that can have animations in it. But it doesn't export the animations to the .dsq format which is used to be able to blend animations for the Player models.But you can export the player model and just use the .dsq's which are there if you use the same formula as the player model which is there at current. But thats a problem if you want more animations.
Thats how I see it anyway.
If anyone knows a way around this i would like to know. Also if I have got it wrong, that would be very hepful!
Torque Owner Alex \"bathala\" Rufon
But it seems that there is a legal problem to use GMax. And the modeling pipeline is a little wierd:
GMax->Tempest->MilkShape3D->ms2dts->Torque
Alex