Soldier Pack quirk
by Gareth Fouche · in Torque Game Engine · 08/01/2005 (4:16 am) · 57 replies
Hi there.
I recently bought the Soldier pack, very cool, excellent work on the texturing, but I am experiencing a small quirk.
I cannot see the rifle in 1st person mode. 3rd person works fine, its where I expect it to be.
The wierd thing is if I load the crossbow, in 1st person it works fine, I see it as normal with Kork, but in 3rd person it is at a wierd angle, pointing upwards somewhat, and over large.
Can anyone say offhand what this might be? I'll look at it when I get the time, I'm sure its nothing big, but maybe someone knows a quick fix?
Thanks.
I recently bought the Soldier pack, very cool, excellent work on the texturing, but I am experiencing a small quirk.
I cannot see the rifle in 1st person mode. 3rd person works fine, its where I expect it to be.
The wierd thing is if I load the crossbow, in 1st person it works fine, I see it as normal with Kork, but in 3rd person it is at a wierd angle, pointing upwards somewhat, and over large.
Can anyone say offhand what this might be? I'll look at it when I get the time, I'm sure its nothing big, but maybe someone knows a quick fix?
Thanks.
#42
04/29/2006 (2:30 pm)
I have the first person resource embedded and I am having a problem with the left hand being to the left of the grip. Is there a fix for this?
#43
You'll have to tweak your animations to fix that. You'll notice in the resource comments that similar issues have been brought up a couple times and the author states in the resource itself that the resource places a large amount of dependence on the animations. Most likely the one you need to tweak is the look animation, possibly the root as well.
05/01/2006 (5:51 am)
@SteveYou'll have to tweak your animations to fix that. You'll notice in the resource comments that similar issues have been brought up a couple times and the author states in the resource itself that the resource places a large amount of dependence on the animations. Most likely the one you need to tweak is the look animation, possibly the root as well.
#44
So do I have to go into the 3D software and do the tweaks? I have a copy of Maya coming and I can do that, but it seems that the problem is fundamental and should be corrected in the content pack?
05/02/2006 (4:12 pm)
What do you mean by "tweak" the animations? Shouldn't the animations already be right? If I populate the mission with an NPC and an M16, I can look at him and he has the same problem. It seems like there is no way it was ever right.So do I have to go into the 3D software and do the tweaks? I have a copy of Maya coming and I can do that, but it seems that the problem is fundamental and should be corrected in the content pack?
#45
05/02/2006 (4:18 pm)
You installed a user-made resource, which in turn made your problem with the left hand being to the left of the grip. It is your responsibility to do what is necessary now. The content pack was obviously not designed with the sole intention of being a drag and drop operation into the "More Realistic First Person" resource; it was designed with the intention of being perfectly compatible with TGE at its current state. What you do with your source code beyond that falls into your hands, not the author's.
#46
Besides, the resource has nothing to do with it. To prove my point, I dropped the soldier model with the M16 straight into a virgin copy of start.fps. Nothing but stock Torque code there. Here is what I got:

Notice the alignment problem? It is the same problem talked about in posts above and it was obviously never dealt with.
The point is that this content pack has a problem. It seems to me that it can only be fixed in the modelling software used to create it. And since everyone is going to have to fix it, the guy making money from it should fix it once and save us all the trouble. I have to think that Garage does not want faulty content packs on their website when they are very clear about accepting only the highest quality stuff.
I am really not intending to gripe. I saw a problem and wanted to talk about fixing it. I just get a little agitated when I get told "the problem is yours, fix it yourself". That is not productive feedback.
05/02/2006 (6:55 pm)
How exactly can script code affect the alignment of the weapon and the soldier anyways? Can you give me a specific example?Besides, the resource has nothing to do with it. To prove my point, I dropped the soldier model with the M16 straight into a virgin copy of start.fps. Nothing but stock Torque code there. Here is what I got:

Notice the alignment problem? It is the same problem talked about in posts above and it was obviously never dealt with.
The point is that this content pack has a problem. It seems to me that it can only be fixed in the modelling software used to create it. And since everyone is going to have to fix it, the guy making money from it should fix it once and save us all the trouble. I have to think that Garage does not want faulty content packs on their website when they are very clear about accepting only the highest quality stuff.
I am really not intending to gripe. I saw a problem and wanted to talk about fixing it. I just get a little agitated when I get told "the problem is yours, fix it yourself". That is not productive feedback.
#47
Never noticed this problem with my soldier skeleton; of course our animations are modified.. that would explain.
05/02/2006 (7:27 pm)
I got agitated when you said "shouldn't the animation's already be right" deducing from your statements that the problem had arisen due to your implementation of the "More Realistic First Person" resource, as many blame problems on things that work as they should stock. Never noticed this problem with my soldier skeleton; of course our animations are modified.. that would explain.
#48
05/02/2006 (8:08 pm)
OK. So dealing with the problem... does anyone have a solution? I think that this pack will help a lot of people, so it really should be fixed.
#49
05/03/2006 (6:03 am)
I've never seen this as well with the update to the pack, and yes Steve, by tweaking the animations I meant making adjustments to them via Maya or whatever your program of choice may be. As far as a solution goes, do just that. Try reexporting them first, it could be that there was a bad export. If that's not the case then make the adjustments you need.
#50
- Dennis
05/03/2006 (7:05 am)
As a sidenote, if I have to tweak the model to make it look right with a virgin copy of Torgue, I am pretty sure I'm not going to purchase this pack. - Dennis
#51
05/04/2006 (12:12 pm)
I get this problem too, when's a fix coming up?
#52
05/04/2006 (3:18 pm)
Hopefully if enough people post, a fix will actually be forthcoming. I realize that the pack was only like $35 and that isn't much money, but it just seems to be a principal issue to me. If someone is going to take your money for a product, it should be correct or they should be willing to fix it.
#53
NO it didnt,hehehehe i bought the pack too,
however i got it specifically to alter it but my hand
was slightly asquiff.
plus i had a forarm "shuffletwist" :P
i love this pack,but yes i agree with other post here,
rightly it should have been fixed.
anyroad up,you should try getting the tank pack to work
hahahah version 1.3 instructions pfffttt
go garage games
but while im here adding to the "discussion" rant hehe
remember the packs are a great resource for us
it might cause a few headaches but you learn from it all.
the soldiers skeleton and skin envelope is spot on,
plus the mount nodes are an awesome contribution
anyroad up here is a fixed "root2.dsq" grab it here.
damproject.com/files/root2.dsq
i dont think this should be a problem as its completely
useless unless you bought the soldier pack
07/29/2006 (8:16 pm)
Hey hahaha,did it get fixed?....NO it didnt,hehehehe i bought the pack too,
however i got it specifically to alter it but my hand
was slightly asquiff.
plus i had a forarm "shuffletwist" :P
i love this pack,but yes i agree with other post here,
rightly it should have been fixed.
anyroad up,you should try getting the tank pack to work
hahahah version 1.3 instructions pfffttt
go garage games
but while im here adding to the "discussion" rant hehe
remember the packs are a great resource for us
it might cause a few headaches but you learn from it all.
the soldiers skeleton and skin envelope is spot on,
plus the mount nodes are an awesome contribution
anyroad up here is a fixed "root2.dsq" grab it here.
damproject.com/files/root2.dsq
i dont think this should be a problem as its completely
useless unless you bought the soldier pack
#54
You guys need a little explanation.
I have access to the private forum since a few weeks only (I don't use TGE for code at all) and haven't been able to see this thread. Although I used to have people writing me what could be the problematic thread on the private forum I thought all was okay because I didn't received any mail since the 1st/3rd person problem.
I'm really sorry for the issueS with the soldier pack. This shows the problems with multiple team working on a same project. At the time we created the pack, my technical skill with torque wasn't good enough, that's why Jeff Gran took over animation and export and I just did Model+texture. But this created a split in the process wich slow down bug tracking.
Feel free to post here to tell if jojimbo fix worked for you or not.
I'll be watching this thread.
07/31/2006 (5:33 am)
No problem on my side jojimbo, thanks for creating a fix and thanks for leading me to this thread.You guys need a little explanation.
I have access to the private forum since a few weeks only (I don't use TGE for code at all) and haven't been able to see this thread. Although I used to have people writing me what could be the problematic thread on the private forum I thought all was okay because I didn't received any mail since the 1st/3rd person problem.
I'm really sorry for the issueS with the soldier pack. This shows the problems with multiple team working on a same project. At the time we created the pack, my technical skill with torque wasn't good enough, that's why Jeff Gran took over animation and export and I just did Model+texture. But this created a split in the process wich slow down bug tracking.
Feel free to post here to tell if jojimbo fix worked for you or not.
I'll be watching this thread.
#55
Personally I really didn't care about the hand being off a little bit. It's not like I'm making Doom 3 or anything.
I downloaded the fixed animation file and it worked great. The hand is exactly where it should be, but now people will have something else to be picky about on my game :)
Nice work jojimbo.
07/31/2006 (6:11 am)
I bought the soldier pack a couple of months ago, I did notice the problem with the animation. Personally I really didn't care about the hand being off a little bit. It's not like I'm making Doom 3 or anything.
I downloaded the fixed animation file and it worked great. The hand is exactly where it should be, but now people will have something else to be picky about on my game :)
Nice work jojimbo.
#56
have thought of that?just brilliant.and mount points for equipment,helmet a real
benefit.
i got mine all working with the new playermodel resourse and am now tinkering
with cameras,this allows a rendered 1st person
you can see your feet when you look down etc

the capabilities of this pack are endless look forward to more from you.
07/31/2006 (6:49 am)
Hey ben your soldier is is an awesome resource for us,the ik helpers,who wouldhave thought of that?just brilliant.and mount points for equipment,helmet a real
benefit.
i got mine all working with the new playermodel resourse and am now tinkering
with cameras,this allows a rendered 1st person
you can see your feet when you look down etc

the capabilities of this pack are endless look forward to more from you.
#57
I've found a few bugs in a model (verts not welded) that caused problems exporting the model with LODs.
On each arm, nead the end of sleeves just right in the middle (where about 6-7 polys are ending at one vertex) and on the front side of collar. See pix for exact locations:

08/14/2006 (4:55 am)
Hi!I've found a few bugs in a model (verts not welded) that caused problems exporting the model with LODs.
On each arm, nead the end of sleeves just right in the middle (where about 6-7 polys are ending at one vertex) and on the front side of collar. See pix for exact locations:

Employee Scott Burns
GarageGames
Here's the link