Game Development Community

Including sequences in dts

by SaurabhTorne · in Torque Game Engine · 02/16/2007 (8:50 pm) · 5 replies

Hi , are there any issues in including all the basic(only) sequences like root run etc.. into the dts itself.

#1
02/16/2007 (9:36 pm)
Nope. This is the only option for users of Milkshape.
#2
02/17/2007 (12:45 am)
Cool, but which way is more memory efficient
#3
02/17/2007 (3:04 am)
To be honest I don't really know, I don't think it makes much difference. Perhaps someone with more knowledge in this area can chime in.

What I can tell you is what works for me. I use separate sequences (dsq's) for player objects and single file animations for weapons & level props.
#4
02/17/2007 (3:27 am)
There are a few bugs in there but I can't remember which one it relates to. In any case, make sure to test any eventual spin/flash/special sequences before settling with a method. I *think* spin sequences fail if they are inside seperate DSQ's.
#5
02/18/2007 (4:42 am)
Since the normal practice seems to be that the char and sequences are kept seperate so I am also going to seperate sequences. I was worried about it mainly because when I exported the whole char and its sequences in one file the exporter also took too long to complete the export.