Game Development Community

PlayerModel Export Difficulties

by Toby W. Allen · in Game Design and Creative Issues · 03/31/2005 (10:14 am) · 42 replies

I'm still stuck and would love some help from people who've gotten their player model into the game would be nice.

If someone could have a look at the following player file that would be much appreciated. www.gdsleeds.com/staticpages/gds_files/ns_final_player_baseriged.max

I've checked the docs and this should work fine, but it doesn't - I just don't get it.

Either that or if I can study someone's player model for the structure, as I've studied the tutorial one and even when I simply replace the mesh and fix the envelops, nothing works.

This is blocking a large part of our game, so please pleas help!

Many thanks,
Toby.
--
President
Game Development Society
www.gdsleeds.com
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#41
04/21/2005 (7:55 am)
Hey Toby, didn't know you were still having problems with this.

I just took a look at my player.cs, are you talking about the "boundingBox =" line? I didn't even know that was in there. Did you figure out what the numbers that boundingBox is set to relate to or what happens if you don't have that line in the script?
#42
04/21/2005 (8:02 am)
Todd,
We'll I'm still doing a lot of testing and I thought if anyone hit this post in their searchs, best to answer everything.

That is the line, if you look at the size of the box in max, it's roughtly the same figures (slightly bigger). So you just set them to the size of your bounding box and it should work in Torque. ShowTools generates the box on the fly, so that's not something to take as a reference.

Toby.
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