Skeleton Pack Support
by Andy Hawkins · in Torque Game Engine · 06/23/2006 (7:16 pm) · 53 replies
The latest version of the skeleton pack is patched up. Existing customers should go to their profile, to their product and download the latest version. Thanks for your patience.
#42
09/11/2006 (9:06 am)
Ok!, I'm waiting for... ;)
#43
Same goes for everyone - or maybe I'll get GG to update your downloads page to get the patch.
09/14/2006 (6:57 am)
I've tested the gun and the fireball versions. The gun works flawless in multiplayer. The fireball and I suspect the sword will need a bug fix. I'll patch it for the next release but if you can send me a private email I can give you a location to get the patch - I'll post first.Same goes for everyone - or maybe I'll get GG to update your downloads page to get the patch.
#44
09/14/2006 (7:32 am)
Ok, I've sended a private email for you...
#45
09/14/2006 (7:33 am)
Ok, I've sended a private email for you...
#46
04/24/2007 (9:24 am)
I purchased this pack last year but I never used it (No need in my first project). But now it will be usefull. are the examples ready to work on torque 1.5.1?
#47
04/24/2007 (3:06 pm)
It hasn't been checked with 1.5.1 but I will check it soon. The upgrade is almost done, I have a handful of checks to do then it's going to be handed over to GG. If I have time I will check it with 1.5.1 - otherwise I will do an update soon after to confirm it works in the latest copy of TGE. Thanks for buying my pack. Stay tuned for the upgrade news.
#48
04/24/2007 (4:29 pm)
So it does work with 1.5 though? has anyone checked it in the MMOKIT?
#49
However I don't have the MMO kit to test it in. Should be fine. Would be nice to get confirmation, so anyone out there got the skelly pack and MMO kit?
04/24/2007 (9:14 pm)
I just tested it then in 1.5.1 and it works beautifully. However I don't have the MMO kit to test it in. Should be fine. Would be nice to get confirmation, so anyone out there got the skelly pack and MMO kit?
#50
04/25/2007 (2:14 pm)
While this is bumped and all... Andy, does the Skeleton pack work with Chris Calef's Ragdoll pack? And the Motion pack? Standard Kork skeleton, or your own design?
#51
04/25/2007 (3:33 pm)
It doesn't at the moment. I will be converting it to that format as another update on my list.
#52
1 - TGE work in a LOW FPS, I don't know why, but, The engine never pass the 50 fps. And, when I came to close the NPC characters (your skeletons), the fps down to 15-18 fps, like this image.

2 - When the NPC Characters colliding one to the others, the FPS down to something between 1 and 2.
I'm asking for you because this are happen with your skeleton pack now...
My computer: Athlon X2-4000, ATI X1650 PRO - 256 Mb (PCI-Express), 1 GB ram.
10/09/2007 (7:29 am)
Hi Andy, after a long time ago, I back to work with the TGE and the Skeleton Pack... But, for now, I'm having some problems... 1 - TGE work in a LOW FPS, I don't know why, but, The engine never pass the 50 fps. And, when I came to close the NPC characters (your skeletons), the fps down to 15-18 fps, like this image.
2 - When the NPC Characters colliding one to the others, the FPS down to something between 1 and 2.
I'm asking for you because this are happen with your skeleton pack now...
My computer: Athlon X2-4000, ATI X1650 PRO - 256 Mb (PCI-Express), 1 GB ram.
#53
Does this happen when the skeletons are more evenly spaced apart?
I would suggest going into the source files if you have Lightwave and adjusting the minimum pixels so that it drops to low res quicker using the LW2DTS plugin.
I don't think converting the rib cage to actual polys would save frames per second but it might if it's an overdraw problem.
10/09/2007 (4:25 pm)
@ Emerson - I'd say the biggest issue would be the number of skeleton's in the scene. They all use transparency (alpha polys) for the rib cage so overdraw is the likely problem.Does this happen when the skeletons are more evenly spaced apart?
I would suggest going into the source files if you have Lightwave and adjusting the minimum pixels so that it drops to low res quicker using the LW2DTS plugin.
I don't think converting the rib cage to actual polys would save frames per second but it might if it's an overdraw problem.
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