Exporting Green Man - Need Help
by Shannon McKenzie PWL · in Artist Corner · 04/09/2007 (4:44 pm) · 8 replies
I successfully exported the green man from 3dsmax8 into the out-of-the box starter.fps of Torque TGE 1.4.2 using the following tutorial as a guide:
tdn.garagegames.com/wiki/DTS/OldDoc/Section2
However, the player ends up being invisible (the mesh does not display properly).
There is evidence that the mesh is present and the export worked properly in that the crossbow mounts and travels with the invisible player and the shadow conforms to the general shape of the bodymesh and the deformations of the mesh by the various animations show up in the shadow.
The tutorial refers to max 3 and 4 while the exporter in the torque pack I used goes up to max 7 and 8 so I had to backtrack from the end of the tutorial to see where the differences in the versions of the exporter and the tutorial instructions may have varied. Unfortunately, at this time there are not docs available on creating complex avatars/characters in max8 and I've had to make due with what I could find out there. From what I can tell though, the green man that came with the torque pack needs no modifications and can be directly exported and used in TGE.
Any ideas?
Did I miss something?
tdn.garagegames.com/wiki/DTS/OldDoc/Section2
However, the player ends up being invisible (the mesh does not display properly).
There is evidence that the mesh is present and the export worked properly in that the crossbow mounts and travels with the invisible player and the shadow conforms to the general shape of the bodymesh and the deformations of the mesh by the various animations show up in the shadow.
The tutorial refers to max 3 and 4 while the exporter in the torque pack I used goes up to max 7 and 8 so I had to backtrack from the end of the tutorial to see where the differences in the versions of the exporter and the tutorial instructions may have varied. Unfortunately, at this time there are not docs available on creating complex avatars/characters in max8 and I've had to make due with what I could find out there. From what I can tell though, the green man that came with the torque pack needs no modifications and can be directly exported and used in TGE.
Any ideas?
Did I miss something?
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#2
The following changes were made to server/scripts/player.cs:
I double checked the texture (square and powers of 2) and even tried exporting using different formats (bmp, jpg).
The dump.dmp gives no indication of any problems during export.
Very strange.
04/10/2007 (8:49 am)
I have all the player files in my data/shapes/greenplayer folder (player.max, player.png, player.dts, player.cfg and player.cs) as per the instructions...The following changes were made to server/scripts/player.cs:
...
// Load dts shapes and merge animations
//exec("~/data/shapes/player/player.cs");
exec("~/data/shapes/greenplayer/player.cs");
...
datablock PlayerData(PlayerBody)
{
renderFirstPerson = false;
emap = true;
className = Armor;
// shapeFile = "~/data/shapes/player/player.dts";
shapeFile = "~/data/shapes/greenplayer/player.dts";
...I double checked the texture (square and powers of 2) and even tried exporting using different formats (bmp, jpg).
The dump.dmp gives no indication of any problems during export.
Very strange.
#3
tdn.garagegames.com/wiki/3DSMax/ProExporters
Same results.
I'm beginning to suspect there is some incompatability with the original max file.
04/10/2007 (9:17 am)
I just tried this whole process using a different exporter than the one I was using until now; the Max7 Exporter Pro...tdn.garagegames.com/wiki/3DSMax/ProExporters
Same results.
I'm beginning to suspect there is some incompatability with the original max file.
#4
I just press the EmbedShape button and export it.
What can I do to fix this?
04/11/2007 (2:59 am)
BTW, I'm trying to export a gun. It has two separate parts. One is linked to another and is animated. The exporter exports only the linked part. The other is invisible.I just press the EmbedShape button and export it.
What can I do to fix this?
#5
04/11/2007 (5:00 pm)
Did you guys try unmessDTS? I had the same issue w/ the green man and unmessDTS fixed.
#6
04/12/2007 (2:43 am)
What is this "unmess DTS"?
#7
scroll down to the very bottom.
04/16/2007 (12:41 pm)
www.garagegames.com/docs/tge/general/ch08s04.htmlscroll down to the very bottom.
Zmur
I had the same problem also on MAX 8. This effect disappears when the texture is a .bmp file and is placed in the same location as the exporting destination.