Milkshape dts model
by Daniel Roden · in Artist Corner · 10/09/2006 (5:56 pm) · 8 replies
Im trying to change the projectile and main player dts in the fps demo.
i cant seem to get the collision to work right.
im told i need to create both detail markers and detail meshes with names COL-1 and Collision-1 respectively. how do i create a detail marker? how do i see the heiarchy and put the mesh in the appropriatea place?
Thanks,
Dan
i cant seem to get the collision to work right.
im told i need to create both detail markers and detail meshes with names COL-1 and Collision-1 respectively. how do i create a detail marker? how do i see the heiarchy and put the mesh in the appropriatea place?
Thanks,
Dan
About the author
#2
ShotgunMesh128
You can setup the scene, not real scene like other software in the group tab. This setup is to use with the ms2dtsExporterPlus 2.6.1.0 Export. Read the ms2dtsplus doc that come with the export for more information.
example: ShotgunMesh128
Bounds0
Collision-1
10/09/2006 (7:01 pm)
MilkShape use detail numbers like this.ShotgunMesh128
You can setup the scene, not real scene like other software in the group tab. This setup is to use with the ms2dtsExporterPlus 2.6.1.0 Export. Read the ms2dtsplus doc that come with the export for more information.
example: ShotgunMesh128
Bounds0
Collision-1
#3
the crossbow appears below the square and is the only thing my weapon collides with.
i have tried creating bounds / creating a mesh throught the exporter but nothign seems to work...
10/09/2006 (7:06 pm)
I am taking the stock fps game and replacing the player.dts (an orc) with a simple cube.the crossbow appears below the square and is the only thing my weapon collides with.
i have tried creating bounds / creating a mesh throught the exporter but nothign seems to work...
#4
10/11/2006 (1:35 pm)
What are you saying here? You saying that the player.dts load fine but gun appear below the player.dts in the center. If so you need to add a _mountpoint. Or you saying that the player.dts crash the game. Will for that I need more details. If you want send me your MilkShape file and I will take look at it. I setup for you and test it.
#5
10/11/2006 (2:10 pm)
You can't just toss in an object. There are certain bones/joints that need to be rigged for players.
#6
Thanks,
Dan
10/11/2006 (3:41 pm)
I added the mount0 for the cross bow but it still only seems to hit other crossbow's not the player model i created. how do i create the collision mesh for the player or how do i trouble shoot what is wrong with what i've done (is it in the player.cs or engine that detemins the player's collision mesh?)?Thanks,
Dan
#7
MilkShape
Group Tab
bodyMesh3
Bounds0
Joint Tab you can have
Skeleton for the model
cam
eye
Mount0, etc
10/11/2006 (6:17 pm)
The weapon should have _mountpoint and the player has mount0 where the weapon is to be mount to the player. There alot to building a player model. I would suggest you do some read or buy the Bravetree Girl model. I have learn alot from the Bravetree Girl model. It also has the MilkShape resource file with it. Please dont think I am mean by saying read or buy bravetree girl there alot that goes into making a player. If you could send me you MilkShape model I could be more help here.MilkShape
Group Tab
bodyMesh3
Bounds0
Joint Tab you can have
Skeleton for the model
cam
eye
Mount0, etc
#8
can i set a mesh called "collision-1" in milkshape and have that export as the players mesh instead of it being hard coded? thanks for all the help!
Dan
10/12/2006 (4:32 pm)
The problem with the player was the bounds were too small in the player .cs filecan i set a mesh called "collision-1" in milkshape and have that export as the players mesh instead of it being hard coded? thanks for all the help!
Dan
Torque Owner Rex
BrokeAss Games
No need to create any detail 'marker' objects. Simply use the naming convention[appended to the Mesh Groupings] and it should produce collision meshes.
Milkshape3D doesn't have a Scene Editor or a way to restructure your Scene and objects, the exporter I believe builds the shape correctly.
If you're reading about detail markers, it must be Max documentation or gameSpace or Maya or some other package that allows for hierarchial control.