Game Development Community

Animated grass

by Lee3dee · in Torque Game Engine · 06/29/2005 (12:00 pm) · 10 replies

Not sure if someone has already asked this question. hehe

I created a grass model that rigged with IK, exported the model as dts, with a sequence animation saved as dsq. But when I import it into the editor, its static. Is there some scripting that I need the programmers to do, or is it easy for an artist to learn. hehe.

#1
06/29/2005 (2:33 pm)
In the editor get the objects id (ex: 1591)
then in console type 1591.playThread(0,"whatever");

then to stop it 1591.stopThread("whatever");
that should werk
#2
06/29/2005 (2:35 pm)
A sequence entitled "ambient" should play by default in the engine.
#3
06/29/2005 (2:36 pm)
Or thats even better :)
#4
06/29/2005 (6:14 pm)
So.......should I be worrying about why its not playing, or just let the programmers program it to be linked with the dts file when displayed ingame? Or do i need to create a CS script to link the 2 files together?

Sorry, for asking questions, been looking on these forums for a week, and online, and I eventully hit a brick wall and had to ask.
#5
06/29/2005 (7:29 pm)
I'm not having a good day with the torque editor today :(

The plane and texture work great in the torque showtool
www.lee3dee.com/torque_tool.jpg
but when brought into the editor it shows up blank, I checked the shape properties, and it just shows the dts thats its linked too. anyone have any thoughts on this?
www.lee3dee.com/ingame.jpg
thanks
Lee
#6
06/29/2005 (11:24 pm)
Any console errors? Missing textures that your shape uses?
#7
07/01/2005 (1:05 pm)
Sorry Ben, for the late reply, been cranking out models for the game. LOL. Nope the only errors are an AI script that the programmers are working on. Its very strange. I'm going to do some experimentation with exporting in Maya. Is 3dsmax this picky when exporting?
#8
07/01/2005 (1:37 pm)
Well, the result you're getting is representative of a missing texture. So that's why I suggested checking for console log output. Don't forget to check the log from start to end. Errors can pop up in odd places.
#9
07/01/2005 (10:23 pm)
Hey Ben, Problem solved. hehe. In Maya, I had to re-assign a projection map so that both faces are on top of each other. Also, the texture I rendered out using paint fxs was set to 640x480 which the torque showtool reads as ok, but the editor only sees 512x512.

www.lee3dee.com/game/fixed_alpha.jpg
I do have another small question. hehe. When using the terrain texture editor, for some reason when the textures are either at 512x512 or 256x256 the ground is always blurry. First I exported the pngs as 24bit, but they showed as interlaced. So then I tried using 8bit pngs which seems to work better, but I cannot figure out why its blurry :(

www.lee3dee.com/game/blurred.jpg
#10
07/01/2005 (10:49 pm)
Hehe, nevermind on the blurry textures, I found this on the forums, that kinda fixes the problems
www.garagegames.com/mg/forums/result.thread.php?qt=6235

changing the squaresize helps the texture alot. Only bad thing is that you have to re-sculpt the landscape again, no biggie :D