Milkshape scaling in export is greyed out
by Scott Peal · in Torque Game Engine · 01/26/2006 (7:32 am) · 7 replies
I search the treads on how to scale an object in Milkshape to look right in TGE when dropped into the world. I noticed in some of the threads it states "The Milkshape exporter uses a scale multiplier that can be set at export time. "
However, in Milkshape 1.7.7a which came with the exporter already installed, the scale fields are greyed out and you can not make changes to the scale.
Any thoughts?
However, in Milkshape 1.7.7a which came with the exporter already installed, the scale fields are greyed out and you can not make changes to the scale.
Any thoughts?
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#2
This is a much better exporter. Though I still can not find any resources for how to create LODs in MilkShape. But hope is there!
01/26/2006 (9:23 am)
Thanks Chris,This is a much better exporter. Though I still can not find any resources for how to create LODs in MilkShape. But hope is there!
#3
mesh64 is a 64 pixel LOD... mesh01 is a 1pixel LOD... Or whatever.
Im not an artist, just have some limited experience with Milkshape.
01/26/2006 (10:00 am)
There should be info on it around... basically LOD's are based off numbers following the names of hte meshes. mesh64 is a 64 pixel LOD... mesh01 is a 1pixel LOD... Or whatever.
Im not an artist, just have some limited experience with Milkshape.
#4
01/26/2006 (10:03 am)
Theres some information about LODs in the documentation for the dtsplus ms exporter. using the documentation, and experimenting with the exporter yourself, you'll figure it out.
#5
Take a humaniod character. You might have a group called armLeft and others named armRight, torso, head, legLeft, legRight, etc. When I duplicate all these groups to make another LOD, they are pasted ontop of the previous object. So now you have to hideall the other groups.
I would be great if MilkShape had the ability to assign all the groups to a LOD and then hide/show an LOD??
Just my 2 cents, or is there a better way?
01/26/2006 (10:04 am)
Looks like to create LOD with Milkshape you have to duplicate your object, alter it, and assign it in the exporter. The only catch to doing it this way is it makes the groupings a bit confusing. Take a humaniod character. You might have a group called armLeft and others named armRight, torso, head, legLeft, legRight, etc. When I duplicate all these groups to make another LOD, they are pasted ontop of the previous object. So now you have to hideall the other groups.
I would be great if MilkShape had the ability to assign all the groups to a LOD and then hide/show an LOD??
Just my 2 cents, or is there a better way?
#6
01/26/2006 (10:04 am)
Oh ya, I forgot about the docs that come with it, duh...
#7
Take a humaniod character. You might have a group called armLeft and others named armRight, torso, head, legLeft, legRight, etc. When I duplicate all these groups to make another LOD, they are pasted ontop of the previous object. So now you have to hideall the other groups.
I would be great if MilkShape had the ability to assign all the groups to a LOD and then hide/show an LOD??
Just my 2 cents, or is there a better way?
01/26/2006 (10:12 am)
Looks like to create LOD with Milkshape you have to duplicate your object, alter it, and assign it in the exporter. The only catch to doing it this way is it makes the groupings a bit confusing. Take a humaniod character. You might have a group called armLeft and others named armRight, torso, head, legLeft, legRight, etc. When I duplicate all these groups to make another LOD, they are pasted ontop of the previous object. So now you have to hideall the other groups.
I would be great if MilkShape had the ability to assign all the groups to a LOD and then hide/show an LOD??
Just my 2 cents, or is there a better way?
Torque Owner Chris Labombard
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