Game Development Community

Exporting the tribes 2 SDK models...

by Snowman · in Torque Game Engine · 09/08/2001 (11:03 pm) · 13 replies

At the suggestion of John Deaver, I attempted to use the light female from the Tribes 2 SDK. He has stated that he had success getting her to work, but unfortunately I'm having no such luck =(

I can't even export her as a basic shape (without any new animations).

So, has anyone else done this successfully? Or, John - Did you do anything special to prepare her? I just opened the MAX file as it comes and attempted to export to a DTS. Am I forgeting a silly step?

When I look at the dump file, it's full of goodies, and ends where it is looking for duplicate objects.

Any ideas? Thanks!

-Snowman

#1
09/09/2001 (12:31 am)
I have not read John Deavers suggsetion, but if you just want to use the light_female.dts the njust copy in from Tribes 2, there's no need to export it again.
Copy the file to data/shapes/player/ and rename it player.dts
Copy her skin into the same folder and start the testapp.

// Clocks Out
#2
09/09/2001 (8:00 am)
I've exported it without animations fine... Do you have a scendedts.cfg in the directory you are exporting to?
#3
09/09/2001 (10:10 am)
Ok, I got it. I was trying to use the default config file that comes with the v12. The SDK supplies config files for the individual models, using that gets me the exported female.

Thanks guys!

-Snowman
#4
09/09/2001 (9:23 pm)
does that mean you exported it from max successfully ? animations too ?
#5
09/10/2001 (2:27 am)
Yeah he was just using the wrong configuration file. You find the appropriate .cfg file in the same folder as the .max file e.g. in the light-female female directory you will find the files dtsScene.cfg and light_female.max.
#6
09/10/2001 (6:33 am)
hmm, I'm doing it that way, and I get a crash when I launch the engine with that model (the one I opened in MAX and then exported).

I've also tried it with the light male, same thing.

The dts file that you can d/l for each of them works just fine (but no skins)
#7
09/10/2001 (6:39 am)
Yah, I've exported the light female from max using the v12 exporter. Including animations which work in v12 -show and in the engine as a player. The whole point for me was to get a baseline working from which to figure out exactly what a player class must implement/do in order to work with the off the shelf engine. Does anyone know if the tribes2SDK was released into the public domain? I can post the working max file if it is.
#8
09/10/2001 (5:01 pm)
John-

I can export her as well now. However, none of the dsq animations created for the original player.dts work with her. She stays in the default position no matter I am running, jumping or side steping.

So, did you remake all of the animations? Similarly, did premade .bip files work with her? I get an illegal transform error between the biped and bounds. I seem to remember you saying that it did work so you have to remake the animations which is ok.

About the SDK, I'm not sure, but how else would it be availible to us? And if not, perhaps you could email it to me? (snowman_83@yahoo.com)

Thanks!

-Snowman
#9
09/10/2001 (6:16 pm)
Well, according to polycount, it has been released:

http://www.planetquake.com/polycount/resources/tribes/index.shtml
#10
09/10/2001 (9:40 pm)
Ok. the original dsq files do not work with the new model.

Also, in order to export new animations the collapse button must be deselected in the exporter options. (when preparing to export open the parameters selection and deselect collapse transforms).

Then, if you want to add the model as the default model, there are a couple of other things to do.

1) Fix the player.cs file to point to the animations that you want.

2) The player.cs file in \server\scripts needs to be changed to point to the proper cs script and dts model.

I think that's basically it. Pretty soon either John or I will get a tutorial out documenting exporting animations and getting the player to the game.

NOTE: If I messed some of the steps up, sorry. =) They work though. Also, John Deaver deserves all of the credit here. I'm just posting stuff he taught me.

I hope this helps.

-Snowman
#11
11/12/2001 (3:40 am)
the site to get any of the tribes2 related material as well as the sdk model samples is here:

http://www.tribes2centraldownload.com/
#12
11/12/2001 (12:35 pm)
A bit off topic, but can anyone reccomend a Mac utility for viewing 3d Studio Max files? google hasn't been much help here and all my pricey applications seem to be asking for pricey plug-in type assistance. Thanks.
#13
11/12/2001 (12:48 pm)
You can try Polytrans (or some other 3d file format translation program) if they make a version of it for the Mac. If that doesn't work for you, you are SOL because the MAX format is closed and thus it is very difficult to support or write programs that can access it.

For PC people who do not own a copy of 3DS Max but still wish to view the models, you can also try to import the .max file into Discreet's gMax.