Game Development Community

Milkshape: Joints and combining meshes ingame

by Dreamer · in Artist Corner · 08/05/2004 (10:20 pm) · 7 replies

Sorry but I just can't seem to get this to work. We are using Milkshape to model some very basic weapon objects. (swords, axes etc.) to work with our ingame crafting system we are attempting to combine the base components of the weapons in game with coding to make 3 different models = the players currently wielded weapon.

Again I apologize for my obvious lack of indepth modelling knowledge but when I try to add "joints" in Milkshape they appear on my model but when I export to DTS it crashes milkshape. (Yes Im using the latest DTS exporter as well as Milkshape 1.64)

Is this a noob thing and is there an obvious fix? All we want to do is combine the models ingame by there attachment points. So example the blade attaches to the crosspiece which attaches to the handle which attaches to the player? I am totaly stumped. And and all help would be greatly appreciated =)

#1
08/06/2004 (8:16 pm)
It sounds as though this will take some scripting to get a weapon to have something attach to it, but that's inside the engine. I've never had any of the 3 DTS exporters I utilize crash Milkshape hard. I also am running the latest build[1.7.1], and don't think I've run an exporter under 1.6.6c before, that may have something to do with it. I will gladly take a look at the file, my email address is in my Profile. I can't guarantee to make it work as you describe, but I'm interested in something that is crashing the Milkfarm.
#2
08/06/2004 (8:38 pm)
Yep, I get this..
Fatal: (c:\torque\engine\ts\tsshapeinstance.cc @ 1682) TSShapeInstance::renderShadow
when I go to 3rd person in my player model.. using the ms2exporter plus...
It just craps out and dies.. saying it cant make a shadow
#3
08/09/2004 (9:27 pm)
Sorry I took so long to reply, I will see if I can upgrade Milkshape. Then retry the exporter. Never occured to me that my milkshape was 2 years old heh.

We are trying to code in the weapon attachments, my concern is the process of naming the joints. I was wondering if I was doing that incorrectly or something. I'll take a shot at getting the latest Milkshape for starters.

Thanks.
#4
08/11/2004 (7:30 pm)
I believe that there are certain assumptions the engine uses for rendering shadows - if you don't have things set up right it will crash just like you described. Unfortunately, I don't remember what those assumptions are!
#5
08/11/2004 (7:58 pm)
Well here is how my player is set up...
if I use the new dts exporter it gives me that error.. but if I use the old version it does not..
so I must be missing something somewhere for the new version...

home.comcast.net/~r.fenimore/msproblem.jpg
#6
08/13/2004 (5:53 am)
Very odd, indeed; I just went and exported a shape very similar to yours. It compiled fine and produced a DMP, this shape even has triggers embedded and activates the hardcode for footsteps correctly. If it's possible; link the Milkshape file or email it to me, I'll take a look. I'm running 1.7.1 and DTSPlus!, it all worked good.

...the caveat's being: a stock build of TGE, no TSE, or anything fancy/Source wise, and I did not allow the shape Validation process to be applied to the player[since the 2 sequences were preloaded]. I think the only weirdness close to the above descriptions were if I entered the game as a member of the opposing Team[we have a CTF team setup in place]and thus didn't stop the Validation on that particular shape[Confederate Team for example, instead of my Yanks, which was the player I replaced], could be wrong. I've been testing Milkshape attachment to the default sequences, also...ssoooo, might be a bit confused about any 'issues' that arose.
#7
08/13/2004 (8:22 am)
pages.sbcglobal.net/rexpiscator/_uimages/MilkshapeValidation1.jpg
This is how my player is setup, very similar; except for the number of subGroupings and number of Materials used...