how do I make Tribes 2 DSQ animation sequences?
by TerroX · in Artist Corner · 12/04/2001 (5:17 am) · 4 replies
how to make Tribes 2 DSQ animation sequences
how do I make Tribes 2 DSQ animation sequences?
I only post this here as I know some of the Dev team is Ex-T2 Dev guys, this is my last hope.. aside from tracking them down and emailing them.
This is related to Tribes 2, the information should also help Torque people too. Although if the ingame models are different to the Tribes 2 SDK max files then this whole exercise is pointless and we will never be able to add new player anims to T2 mods without adding a completely new model.
I have exported about 20 shapes into T2 so far, never been able to do a dsq that didn't UE right at the end of loading the models though.
I've made one of every shape I think, player, beacons, vehicles (heaps), plants, boxes, turret, weapons etc.
How do I specifically get a DSQ out of a model file which will work? ie, I want to make a new stance for a player model.
Does it matter if a DSQ animation sequence uses the same frames as another DSQ sequence (ie they both start at frame 1 and end at frame 10) even though they are different files?? - and if so, is there a max frame number if you dont know what frames the other sequences use?? Ie, would I have to start at frame 9100 and end on 9110 to make sure I don't overlap?
Things I have tried,
Exporting sequence II from 3DSMax4 v12/Torque DTS Exporter compiled for 3DSMax4 (all shapes and anims/textures in .dts models work fine
Using cel2 SequenceII name to replace the Damage sequence in Heavy_Male - exported as a .dsq file and called in heavy.cs
deleted all other sequences in the model file
toggled blend options in the Sequence II settings
toggled morph, decal etc in SeqII settings
tried figure mode, loaded different BIP files, tried key framed on every frame, footstep modes etc
Toggled Collapse Transforms
the DSQ is created fine each time, usually only 9kb or so which seems normal.
I assume it is because my nodes do not match the T2 nodes - but I cannot get it working.
how do I make Tribes 2 DSQ animation sequences?
I only post this here as I know some of the Dev team is Ex-T2 Dev guys, this is my last hope.. aside from tracking them down and emailing them.
This is related to Tribes 2, the information should also help Torque people too. Although if the ingame models are different to the Tribes 2 SDK max files then this whole exercise is pointless and we will never be able to add new player anims to T2 mods without adding a completely new model.
I have exported about 20 shapes into T2 so far, never been able to do a dsq that didn't UE right at the end of loading the models though.
I've made one of every shape I think, player, beacons, vehicles (heaps), plants, boxes, turret, weapons etc.
How do I specifically get a DSQ out of a model file which will work? ie, I want to make a new stance for a player model.
Does it matter if a DSQ animation sequence uses the same frames as another DSQ sequence (ie they both start at frame 1 and end at frame 10) even though they are different files?? - and if so, is there a max frame number if you dont know what frames the other sequences use?? Ie, would I have to start at frame 9100 and end on 9110 to make sure I don't overlap?
Things I have tried,
Exporting sequence II from 3DSMax4 v12/Torque DTS Exporter compiled for 3DSMax4 (all shapes and anims/textures in .dts models work fine
Using cel2 SequenceII name to replace the Damage sequence in Heavy_Male - exported as a .dsq file and called in heavy.cs
deleted all other sequences in the model file
toggled blend options in the Sequence II settings
toggled morph, decal etc in SeqII settings
tried figure mode, loaded different BIP files, tried key framed on every frame, footstep modes etc
Toggled Collapse Transforms
the DSQ is created fine each time, usually only 9kb or so which seems normal.
I assume it is because my nodes do not match the T2 nodes - but I cannot get it working.
#2
So all you need is the correctly named (as original model) biped? no mesh or useless nodes when making a DSQ?
I am using the .cfg file in the heavy_male directory from the T2 SDK.
Not sure if collapse transform should be ticked or not, so far I have left it ticked in all my model making ventures.
PS: It didn't work.
12/04/2001 (7:16 am)
Okay, will try that now.So all you need is the correctly named (as original model) biped? no mesh or useless nodes when making a DSQ?
I am using the .cfg file in the heavy_male directory from the T2 SDK.
Not sure if collapse transform should be ticked or not, so far I have left it ticked in all my model making ventures.
PS: It didn't work.
#3
If you exported the original model with collapse transofrms checked, it may have collapsed out some of the nodes that are needed by the animation.
Can you load the model without the .cs and try to load the DTS and import the animation in -show?
12/04/2001 (7:35 am)
When you export the DTS, collapse transforms should be un-checked. Leave it checked for DSQ files.If you exported the original model with collapse transofrms checked, it may have collapsed out some of the nodes that are needed by the animation.
Can you load the model without the .cs and try to load the DTS and import the animation in -show?
#4
I might have to assume that adding a new player animation sequence to Tribes 2 is impossible. I will never be able to work out the setup that the T2 models had and I am not sure if the T2 SDK even IS the same models as in the game.
12/04/2001 (4:24 pm)
I dont know what -show is.I might have to assume that adding a new player animation sequence to Tribes 2 is impossible. I will never be able to work out the setup that the T2 models had and I am not sure if the T2 SDK even IS the same models as in the game.
Torque Owner Joe Maruschak
As you have guesses, to work with a specific DTS, the DSQ needs to have nodes that are the same names as the ones in the DTS. If it has nodes that are not in the DTS, it will not load.
The most likely scenario is that you ae exporting the DSQ wihtout the proper .cfg file and it is exporting nodes into the DSQ that are not in the DTS. Try deleting all the extraneous nodes, like the mesh and the mountpoints, cameras, etc and exporting that, or re-export making sure that you are using the .cfg that comes with the engine.
If you still can't get it to work, email me and I will try to help. I have been swamped with work and the @home changeover is really wreaking havok with my email, so if I am slow to respons, please be patient.