Game Development Community

How to add a bounding box??

by Rhye · in Artist Corner · 01/12/2002 (6:53 pm) · 13 replies

I know this is prolly a newbie question, but I'm having trouble adding a bounding box to my player model. I've added the box and made sure that it is larger than the model at any frame in the animation sequences, but I don't know if I'm supposed to link it to the bones or the mesh. Tried both and can't seem to get it to export.

#1
01/12/2002 (10:39 pm)
the bounding box is not bound to anything.
to the best of my knowledge,

but im getting the same thing exporting a simple object (even down to an un textured cube...)
ive read the pulgin info heaps, and several tutorials t2 and torque specific several times.....

basically the export crashes when i press the whole object button, it complains about a virtual memory allocation issue sometimes and other times gives no indication of what is wrong.

is your crashing or just not functioning?
#2
01/13/2002 (8:28 am)
Mine's just not exporting. When I try to export, the Max2DTSExporter box opens and I get the error "No bounding box found."

Since I haven't actually gotten the exporter to recognize the bounding box I have, I can't comment on the issues you are having. One thing I have noticed that seems kind of odd (hasn't crashed Max yet, tho) is that when I start to add a DTS sequence dummy object, the box that I drag out is leaving multiple instances of itself on the display monitor, even though there is only one box created. It's weird, but I can work around that one.

It's obvious that I'm forgetting something simple, but then I'm a simple guy...
#3
01/13/2002 (8:43 am)
The Bounding Box needs to be named 'Bounds" or it won't be recognized.
#4
01/13/2002 (9:03 am)
heres a link to some empty_xxx files alredy set up for weapons/vehicles
http://www.settlers.net/bcentral/tutorials/tribes2/files/
#5
01/13/2002 (9:58 am)
Thanks for the 'bounds' info. Heh. That did it.

Gary, I DL'd the dtsscene_player.cfg and I think I understand what I'm looking at (this is all new for me). The next question is this: I just 'successfully' exported my player model with one sequence and it went through the process but in my folder I have man.dts, which is 1KB(?) and dump.dmp. Obviously, I've done something wrong. The player.dts file in Torque is 92 KB.

Also, should I have linked my sequence to the biped, mesh, or something?

Thanks, guys, for the help.
#6
01/13/2002 (10:24 am)
The sequence helper does not need to be linked to anything.

The reasons why your file is so small are too numerous to cover here. I am thinking that you probably don't have any detail markers and that the file is exporting but it is culling out the mesh. Look at your dump.dmp file.

If you read through it, it will tell you a great deal about what is happening during the export process.

I recently wrote a rather large tutuorial that I sent to the GarageGames guys. Tim is getting it web-ready (look at Tim Gifts plan) that should answer the majority of your questions.
#7
01/13/2002 (10:34 am)
untill joes tut is released ,this page and the link at the bottom of this page may help
http://www.planetquake.com/noescape/torque/animate.htm

joe helped me get going awhile back
#8
01/13/2002 (11:07 am)
Joe, you were right. I just added the collision box, and linked everything according to the tutorial I just mentioned. I think I'm getting closer. When I tried to export just now I got a new warning:

"Too many subtrees: t2Autodetail only works with single subtree objects"

In my schematic view at the root level I have 'Biped01', 'Bounds', 'Shape' (and it's subtree), and 'Sequence0'.

Don't know if this helps. I'll try to get a pic up of my schematic view.

I'm wondering if I needed to link my Biped to my mesh (Man250) before I linked 'Man250' as a child of 'Start'.

Good thing I save often...
#10
01/13/2002 (1:06 pm)
Joe, I just read the tutorial. Great info. 'Course, now that I know what I should have done, I'm in trouble. I built my initial model at 1 unit=1 inch. I changed my units to 1=meter, and my model is of mythic proportions. Is there a painless way to reduce my model down to the appropriate size without losing my bones info?
#11
01/13/2002 (2:21 pm)
ijust seen that too:)
#12
01/13/2002 (2:27 pm)
you know what they say, big model, big feet ;)
#13
01/13/2002 (9:39 pm)
finally got the model to export, but it's Huge! I've read in other threads that this may not be easily fixed without recreating the biped and reassigning the bones. Anyone know of a faster/better way to bring my model down to size without having to resort to tackling the biped again?