Replacing fps demo player.
by Adam Troutman · in Artist Corner · 04/01/2006 (4:23 pm) · 6 replies
I have made a new model which I intend to use as a replacement for the player in the fps demo because I needed to be able to add some new animations to it and couldn't find the model to do that with, what I am wondering is if I name my new model player and create all the animations that exsist for the current player will I need to do any coding and if so what things would need to be changed, I apologize if this is in the wrong section and if this is to much of a begginer question.
Thanks.
Thanks.
#2
once again thanks.
04/01/2006 (6:15 pm)
Ok thank you very much, one last thing I have been wondering about is the .dsq files I don't understand what they are, animations right but are they created when you export the model with the animations on it or are they created seperatly with a different program?once again thanks.
#3
there should be an option on the exporter to tell the exporter which one you want to export DTS/DSQ.
(however you can also store the animation inside the DTS, but i'm not familiar with this method, all of my character work usually use a separate animation to make exporting easier
)
here are some reference for more details :
3DS Max DTS Exporter Documentation
Exporting Character Video Tutorial
i hope that will help :D
evi
=======
www.cubixstudio.com
3D Characters for sale
04/01/2006 (6:30 pm)
DSQ file store the animation only, not the mesh itself, the mesh is stored in a DTS file. there should be an option on the exporter to tell the exporter which one you want to export DTS/DSQ.
(however you can also store the animation inside the DTS, but i'm not familiar with this method, all of my character work usually use a separate animation to make exporting easier
)here are some reference for more details :
3DS Max DTS Exporter Documentation
Exporting Character Video Tutorial
i hope that will help :D
evi
=======
www.cubixstudio.com
3D Characters for sale
#4
04/01/2006 (6:34 pm)
I am using milkshape, I should have specified, thanks again for the help I dont have the money for 3dsmax right now lol so I guess I am just stuck seeing as I can't make the dsq animations and I dont have the knowledge to rework everything to use the animations in the DTS file instead. :(
#5
04/05/2006 (6:18 pm)
I'm Using the MilkShape too, and I have various characters animated, I'm trying to export this characters to use in Torque, but, How I do This?
#6
04/05/2006 (7:01 pm)
To export it to torque you go to file, export then got to torque game engine (dts) or something like that and export it but I am not sure how the animations work.
Evi - Cubix Studio
you don't need to do any code change, especially if your new filename (all dts & dsq) is exactly the same as the default player file name. (side note: if you plan to use the default dsq animation, your player character has to use the same naming for "bone structure" also),
and make sure to delete all the *.dso file from player folder to update the in-game model.
So replacing/overwriting the old "player.dts" and all dsq with yours should work fine (make sure to have a backup first though
however if you want to use you own file naming:
1. Navigate to ~\server\scripts and delete player.cs.dso
2. edit player.cs and replace
exec("~/data/shapes/player/player.cs"); with
exec("~/data/shapes/YourPlayerFolder/YourPlayer.cs");
3. Scroll down in the player.cs script and find datablock PlayerData(PlayerBody), then replace
shapeFile = "~/data/shapes/player/player.dts"; with
shapeFile = "~/data/shapes/YourPlayerFolder/YourPlayer.dts";
that should do it
evi
=======
www.cubixstudio.com
3D Characters for sale