Game Development Community

Orcs are trouble.

by Chris Byars · in Torque Game Engine Advanced · 02/08/2006 (1:36 pm) · 7 replies

Anyone else have a problem with getting any other player dts file working other than the standard player.dts Mech Orc?

Any time I attempt to get another model to load in TSE, it crashes at the final Loading Objects part, just before you get in the game. Nothing odd appears in the console, nothing at all. I've tried with many different player model dts files, and have found that anything other than the player.dts that came with TSE crashes. What's the deal?

Thanks in advance.

#1
02/08/2006 (2:24 pm)
Does your player dts/dsq have a root animation?

If there is no root animation things go boom

:)
#2
02/08/2006 (2:28 pm)
You need to have an "eye" node in your mesh.
#3
02/08/2006 (2:33 pm)
By the way, these models have fully functioned and still do, in TGE 1.3/1.4. They have full animations, full hierarchy, everything.

I tried the stock TGE orc, same problem, in TSE.
#4
02/09/2006 (7:34 am)
You mean TSE crushes when using TGE orc?
#5
02/09/2006 (2:04 pm)
Actually it seems the TGE orc does work in TSE. Hm. I've tried the player models I've used in TGE 1.3, and the Beaver Patrol 1.3 characters, and got a crash. Must be some animation/script issue.
#6
02/09/2006 (5:08 pm)
@C2

Is the TSShapeConstructor defined for your dts?

Example
datablock TSShapeConstructor(BeaverDts)
{
   baseShape = "./beaver.dts";
   sequence0 = "./beaver_root.dsq root";
   sequence1 = "./beaver_forward.dsq run";
   sequence2 = "./beaver_back.dsq back";
   ...
   ...
};

Like wat Matt mentioned, eye node is needed.
But if the root seq is not within the exported dts, you need to specify the seq for the root.
That was the thing that caused my TSE to crush last time.

Mickey
#7
02/10/2006 (2:34 pm)
Ended up being the soldier_ragdoll.dsq file. TSE doesn't like it for some reason. Guess I should put the ragdoll code into the engine. :P

Edit: Installed ragdoll pack code, now I'm back in action. :D