Game Development Community

Player model problems...

by Sean "H&K" Gautreaux · in Artist Corner · 11/02/2003 (6:39 am) · 13 replies

Hello,
I have a player model I'd like to get into game. It was modeled by another person and another person did the animations for it. I did the skinning.

Here is the question... The model is in separate parts. The head is a separate piece from the jacket, the legs are a different piece from the jacket, etc. In the Torque tutorial in how to export a player, the model is one single mesh.

Is it possible to export a player model that is not one single mesh? Any pointers? Thanks,

Also, I was able to get a clean export of it (according to the dump file) after taking out the cfg file, which made the export choke on certain bones that it could not collapse. It will not show up in the show tool however.

Hans

#1
11/02/2003 (7:17 am)
I believe the default torque model is made up like that. Open up the player.max file in the example/data/shapes/player directory and look up the Schematic View to see how they linked everything.
#2
11/02/2003 (7:25 am)
Thats a good idea. Thanks. I think my problem is bigger though. I removed all the bones, etc, and left just the mesh to export as a static shape for testing with a detail2.

Once again, the dump file seems good, but the player won't show up in the show tool. Then I removed everything but the jacket mesh and that won't show in the show tool either... I've gotta find out about this problem before I go any further...

Hans
#3
11/02/2003 (7:51 am)
Okay, sorry if this seems like a dumb question, but did you use unmessDTS.exe on your model after you exported it?
#4
11/02/2003 (8:02 am)
Honestly... I've never heard of unmessDTS.exe

I just tried again to export only the jacket (no bones, just a simple mesh) and... same crap. I opened up the simpleshape in the tuts and it exported fine. What the hell am I doing wrong? :o

Hans
#5
11/02/2003 (8:40 am)
There's a bug in the exporter which can mess up exported shapes. If you downloaded the Torque Max2DTS File Pack, you should have a file called unMessDTS.exe. Put this in the same directory as your exported file (ex. customplayer.dts). Go into a command prompt and type: unMessDTS.exe customplayer.dts customplayer2.dts

This will create a new file called customplayer2.dts which you should be able to see in the Show Tool.

Hope this helps.
#6
11/05/2003 (3:36 pm)
I tried unmess, but to no avail. An object does export out of Max as a dts, but it doesn't show ingame... only a XYZ axis point. :/ My team and I would really, really appreciate any help with this. There has been nothing more frustrating than exporting players... ok, maybe that ole SORT problem was close.

If you are familiar with exporting characters for Torque and are willing to help, please post here and let us know. This problem is holding up the development of alot of the game. We will give you credits, and if the game eventually sells, you would be compensated. Hell, I'm even willing to pay now for a exported player model. I'm serious...

Thanks,

Hans
#7
11/05/2003 (7:30 pm)
mjones7947@comcast.net

Go ahead and send it my I'll take a look at it see what I can do. Try to make you some notes if i figure out what wrong. Most likely its just not linked up right or your naming/detail convention is wrong. Probably real simple.

You won't have to worry about a huge bill anyway LOL

Matt
#8
11/19/2003 (9:44 am)
For those of you who don't know this, Matt Jones is a GOD!

Thanks, Matt!

Hans Gruber
#9
01/07/2004 (5:46 am)
I got a segemnted character into the show tool (still not showing up in-game) and the one thing I needed to correct, was to put the number "145" at the end of the names of each piece of mesh. If you are using the default player setup, you'll need to do likewise... it's like the detail numbers you'd use for static shapes. As 145 is the default viewing size in the Show tool, if you match that, your character should appear.

Best of luck!
#10
01/07/2004 (6:44 am)
...or the player.cs file is directing the engine to the original player.shape that perhaps got renamed....or the player.cs, if edited, didn't recompile for some reason....lot's of things can happen...usually, it's a misdirected path, for me...heh, heh. Posting of more data will probably show where the correction(s) need(s) to be made.:)
#11
01/07/2004 (7:38 am)
@James, the information that you posted is incorrect. A model will display in the showtool as long as it has details information that has been successfully exported (it can be a single LOD via a trailing number, or multiple LODs from Multires or the old copy method). Detail markers can be anything from 500 to 1 if you wanted, though most people use a number between 145 and 2. Regardless of what detail marker number you use, it is important to remember that the detail marker says to the engine "display when the model is this many pixels, or large, on the screen". When you load a model into showtool, showtool will use the highest detail LOD possible to display (you can then use the details slider to display the other LOD levels if possible). So in effect the information that you posted is incorrect.

@Rex, good suggestions. It should also be noted that any artist should check their dump.dmp file that is generated on any DTS export attempt (look for anything that went wrong or wasn't exported) as well as the console.log from Torque (many other hints here as to potential problems or errors).
#12
04/24/2004 (5:35 pm)
Well, update...

Matt Jones is not a God.

H&K
#13
04/24/2004 (7:21 pm)
Whats wrong?