Milkshape Tutorial for Torque
by Dennis Pharr · in Torque Game Engine · 04/16/2002 (3:12 pm) · 5 replies
Does anyone know if there is a Milkshape Tutorial that covers information for exporting models just for Torque. I have read the Max 2 Dts Exporter documentation, but it is a bit unclear regarding such questions as:
1. Scale - do models have to be exported at a specified scale so that they "fit" correctly in the world? Or, can I make the model as big or as small as I want to?
2. Mount points(joints?) - I have found information for mount points(joints?) for weapons & etc. But, how about where the mount points should go for vehicles so that player models will be able to mount and drive the vehicles in-game? Also, what should the mount points be named?
If anyone has any of this information or if there is a thread in the forums I have missed that covers some of this, please help point me in the right direction. I would appreciate any help available.
1. Scale - do models have to be exported at a specified scale so that they "fit" correctly in the world? Or, can I make the model as big or as small as I want to?
2. Mount points(joints?) - I have found information for mount points(joints?) for weapons & etc. But, how about where the mount points should go for vehicles so that player models will be able to mount and drive the vehicles in-game? Also, what should the mount points be named?
If anyone has any of this information or if there is a thread in the forums I have missed that covers some of this, please help point me in the right direction. I would appreciate any help available.
#2
However, to address your specific questions:
1. Our 'standard male' model is 24 units high in MS, and exprted with the default 0.1 global scale factor. He appears in the game at the size we want.
2. Vehicle mount points are named mount0 to mountn, with mount0 being the default driver/pilot/operator mount point in the scripts. You can change this in the script if you want. When a player with a joint named mountPoint mounts a vehicle with a joint named Mount0, the joint on the player is placed at the mount0 joint in the vehicle, and oriented according with the mountPoint facing the direction that mount0 faces..
04/16/2002 (3:24 pm)
This information is also covered in the SDK forums, where you need to own a license for the engine to gain access.However, to address your specific questions:
1. Our 'standard male' model is 24 units high in MS, and exprted with the default 0.1 global scale factor. He appears in the game at the size we want.
2. Vehicle mount points are named mount0 to mountn, with mount0 being the default driver/pilot/operator mount point in the scripts. You can change this in the script if you want. When a player with a joint named mountPoint mounts a vehicle with a joint named Mount0, the joint on the player is placed at the mount0 joint in the vehicle, and oriented according with the mountPoint facing the direction that mount0 faces..
#3
04/16/2002 (5:25 pm)
Actually, I think the public engine doc links have the model stuff, the same nodes in Max need to exist in milkshape (smoke_node0-n, contrail0-n, etc).
#4
Ken, I do own the license for the TGE. It's great. I've had loads of fun playing with it so far. The reason I asked the question in this forum is that I didn't want to clog up the private forums with this type of question.
Stefan, thanks for the link, but as I said in the post above, that document doesn't cover the fine points regarding mount points & scale etc.
Thanks again guys. This will help me get started trying to get a model into the game. :->
04/16/2002 (5:41 pm)
Wow, that is some fast replies. Thanks.Ken, I do own the license for the TGE. It's great. I've had loads of fun playing with it so far. The reason I asked the question in this forum is that I didn't want to clog up the private forums with this type of question.
Stefan, thanks for the link, but as I said in the post above, that document doesn't cover the fine points regarding mount points & scale etc.
Thanks again guys. This will help me get started trying to get a model into the game. :->
#5
I hadn't looked through that doc because I don't have 3DSMax - just MilkShape. Thanks again. :)
04/16/2002 (5:52 pm)
Ah ha, That's it - Thanks Ed. You're right. It is in the 3DS MAX DTS Exporter/Appendix B - Necessary vehicle-specific nodes.I hadn't looked through that doc because I don't have 3DSMax - just MilkShape. Thanks again. :)
Associate Stefan Beffy Moises