Game Development Community

Exporting Simple Character Model

by Kayley · in Torque Game Engine · 01/14/2005 (11:17 am) · 22 replies

My game is crashing upon startup when I have inserted a new character model (other than the default).


All I am doing is trying to export the basic character model with NO animation blend sequence. All I want in a character inserted with no animation whatsoever into the game. When I move forward, I would expect my character would "float" forward since I will have not provided a "walking motion".

Please let me know what I am doing wrong.

I am using the default green dude found from the torque_max_filepack for starters.

In 3DSMAX I have checked off Collapse Transforms and Enable Sequence Export. I then export whole shape .dts.

I placed the player.dts, player.max, player.cfg (all from torque_max_filepack) into the data->players folder

I've also made a player.cs file and placed it within the same directory:

datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./player.dts";
(I didn't include any sequences here cuz I don't have any)
};


But then stuff crashes!

Can anyone tell me what's wrong??

Thanks so much!!
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#1
01/14/2005 (12:14 pm)
Add all base sequences in your TSShapeConstructor and use the root.dsq on all seq.
something like this

baseShape = "./player.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_root.dsq run";
..
..
#2
01/14/2005 (12:38 pm)
How many sequences do i need (in the default file there are 29 sequences....)

ALSO, more importantly, do I need to create a player_root.dsp file?!?!?!?

If so, how - simply export player_root.dsq in max (using baseshape)??

Thanks!
#3
01/14/2005 (12:40 pm)
A character model only needs 1 sequence listed (and it must have an eye node) in order to work in the engine.
#4
01/14/2005 (1:03 pm)
I have exported a .dsq using the baseshape without the mesh (with collapse transform still off) as player_root.dsq and placed it in my data-)player directory.

And have inserted a sequence0 = sequence0 = "./player_root.dsq root" line in my player.cs file...

However, now my game loads using the example fps demo - but when I turn 3rd person perspective, my avatar does not show up! Why is this?!?!?


Similarly, I've tried to do the same thing in an example game I've built from Ken Finney's book (Emaga6) and I still can't load the game... it crashes...

Any ideas?? Am I exporting the .dsq wrong?!?!

Thanks!
#5
01/17/2005 (5:58 am)
Regardless of how my sample programs are reacting... if all you wanted was a stick avatar in your game, with no animation necessary, how would you go about setting up torque and exporting from Max to make this happen??
#6
01/18/2005 (6:59 am)
I have been waiting for a response for a few days now... I really am hoping someone can help me out! Let me recap my situation in brief:

My sample game crashes when I try to insert the default character found in the torque_max_filepack!

So I export the .dts of the green guy unchecking collapse transform to the same directory with player.cs

And I export a player_root .dsq of the green guy also unchecking collapse transform to the same directory with player.cs (only 1 .dsq file to start with)

I've placed the DTSGlobal.cfg file in the Max plugin directory.

I've created a player.cs file which loads the baseshape player.dts and sequence0 = player_root.

And now everything is in the data->human directory.

But upon starting my game, it crashes!!!

Any ideas?? I'm not even sure whether it's export problems with MAX or structural/config problems with Torque.....

Has anyone else tried loading the default character into the engine?? How did you do it?!?!

Thanks!
#7
01/18/2005 (9:31 am)
I havent done this but i can download it and make it a try .
Stay calm :)
#8
01/18/2005 (10:04 am)
THANKS SO MUCH Billy!! :) :) :)
#9
01/18/2005 (10:27 am)
If you use SDK 1.3 the only thing you need todo is export the green guy.
and replace the orc with it.
If this is not working you need to check your max2dts exporter.
what max version do you have ?
#10
01/18/2005 (10:29 am)
I have max7.

how do you mean, just replace the orc... did you export just the .dts or all the .dsq sequences as well?

so you got it working! wow, this is good news :)
#11
01/18/2005 (11:01 am)
Yes it works, export it as player.dts and replace the starter.fps/data/shapes/player/player.dts .
and put the green texture there to if you want .
you dont need any dsq it works as it is.
#12
01/18/2005 (11:10 am)
When I do that.... ie overwrite orc player.dts with green guy player.dts


My character does not appear (when I turn to 3rd person mode).... ie the weapon is still there when I am in first person, I can walk and everything.. (did you try 3rd person mode too?), but my character is invisible :P

Perhaps that means I am having export problems in max and my dts file is not correct??

Many thanks Billy!!!!!!!!!
#13
01/18/2005 (11:19 am)
Are there any settings/options in Max that you checked/unchecked??

Upon loading in the default .max file, are there any modications that need to be done?? (eg. renumbering stuff, create sequence helper, make start and end keys etc)

I have placed the .max file in the same directory as the player.cfg.. any other files that I need to place within the same directory? And I've placed DTSGlobal.cfg in the max plugin folder.....
#14
01/18/2005 (11:55 am)
When you export something you place the cfg file in the same directory as the max file.
The exporter will use that file , so your dtsglobal.cfg has no function ,its there because you can change things in the cfg file this depends on what you are exporting.
a weapon has abit different cfg file then a player.
So you make differnt cfg for differnt things and place them where the max file is.

Look if you have multires modifier on the multires::bodymesh
this is the only thing i can think of for now.

No i didnt change anything but i use max 5.
#15
01/18/2005 (12:21 pm)
Hmmmm....

Where is this multires::bodymesh option??

Do you have character studio in max5?

Thanks again.
#16
01/18/2005 (12:28 pm)
Choose tools in the meny , choose display floater ,press unhide all.
Now you should see the multires::bodymesh .
#17
01/19/2005 (6:26 am)
It seems that max7 does not support multires::bodymesh....

But yah, after that was taken out, everything is good :)
#18
09/14/2005 (9:49 am)
Hi im a newbie , i am trying to export my character into the game, but i get an error which says "skin must be unlinked". and it does not export.
but if i remove the skin modifier then it exports properly but character mesh does not work with ny nodes or biped if i try to play an animation sequence...
plz help me out guys i spent 2 days on this but could not figure it out .........
#19
09/14/2005 (10:02 am)
Don't remove the skin.. just unlink it.
#20
09/15/2005 (5:10 am)
Hi plz help me with this one ...do i have to create separate animation sequences for each one of my characters.will i be able to call my animation sequcences on any other model .
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