Game Development Community

Horsepack Purchase Thread

by Stefan Beffy Moises · in Torque Game Engine · 04/21/2007 (12:58 pm) · 110 replies

Post here if you have bought / are going to buy the horsepack - so we can make sure you've got a vaild license :) Thanks!
#21
06/02/2007 (7:05 am)
Hi Stefan :-).

I have order to day and I hope the Max files is for Max 8,, ups :-o, but looks very great.

Thats all.
Sorensen DK :-).
#22
06/03/2007 (6:01 am)
I have purchased the pack under: erasmushurt2002@yahoo.com
#23
06/05/2007 (12:00 am)
Just purchased the Pack together with 2 others :o)

Mathias Stolley
#24
06/05/2007 (7:00 am)
YAY! Finally! After watching for this pack for 2 years (Feels like longer!), over on THIS thread http://www.garagegames.com/blogs/14102/7297 I'd given up hope. Then late last night my lead programmer stumbled across your website and so I bought Horse and Antelope both. :) Thank you! Can't wait to see it ingame, hope it's everything I've been dreaming of! We have plans to add normal maps and spruce it up for TSE if the rest works well for us.

Blessings to you!
-Sparkling
Producer of Visions
http://www.visionsgame.com
#25
06/08/2007 (8:50 am)
Hi bought the pack

taran0@yahoo.com - info@sarblohwarriors.co.uk
heres paypal confirmation number = 5D969621044430357

cant wait
#26
06/12/2007 (10:03 am)
Two quick questions: (1) what version of Max was used, and (2) are the models in Max fully rigged if we want to create more animations?
#27
06/12/2007 (2:40 pm)
Rubes: from the art notes:
Quote:
3ds Max 6
Character Studio 4.2

horse_head and horse_headside are blend animations used for mouse-controlled movements of the horse's head. horse_root, horse_gallop, horse_trot, and horse_walk are cyclic transform animations. horse_fall, horse_jump, horse_land, and horse_rearing are non-cyclic transform animations.
And the horse is fully rigged of course, so it shouldn't be a problem to add new animations.
tork.beffy.de/uploads/diggers/biped_structure.jpg
#28
06/12/2007 (5:07 pm)
Wow, very nice. There is a horse character in my game, and this should work perfectly.
#29
06/15/2007 (5:03 am)
Looking forward to checking this out
#30
06/16/2007 (5:13 pm)
Just purchased it!
email: mudh@rapidfireentertainment.net

Thx!
#31
06/19/2007 (4:57 am)
Purchased it. Thanks!

Peter Churness
#32
06/21/2007 (8:24 pm)
Purchased.
#33
06/22/2007 (1:44 am)
Hi Stefan :-).

I have a "little" prob as a "Max - beginner".
This is necessary for me to scale the pure hors a little bit down, so please,, can you give me "a list" on what parts I shall mark on this scale process in Max also in the animations Max files (to DSQ).

Best and thanks,, Jan :-)..
#34
06/22/2007 (10:54 pm)
Hi!

I'de rather perfer scaling it by script, like with
%obj.setScale("0.7 0.7 0.7");

If you do it in max:
Select Biped -> figure mode -> turn the height (I think its called so) down.
But careful!
In most of the times you have to disable your skin modifier first, then change the "height" and then scale the model down separate, cause otherwise you get stange deformation.


So, if possible, do the scripting way ;)
(it s just my ("bad") experience with scaling down bipeds)
#35
06/23/2007 (10:26 am)
I have almost zero experience with MAX but wouldn't selecting a BIPED skeleton for a horse be a bad idea? Or do they have a Quadraped skeleton available under the Biped options?

Just curious. As we've been experiencing skeleton modification problems with some other models we're working with and I suspect the horse will provide similar struggles if we encounter a need to modify it as well (such as adding more animations for it).

Thanks!
-Sparkling
#36
06/23/2007 (8:55 pm)
You can scale and rotate a biped skeleton in Max and still preserve the skinning and animations. It's not that hard if you're using a pure biped skeleton - custom bones are a little more tricky.
#37
06/23/2007 (9:43 pm)
Christian outlines the method on how to scale a Biped skeleton above, here is a more detailed step by step version:

- select the characters mesh
- turn off the checkbox "always deform" in the skin-modifier
- rescale the character
- select one of the characters bones
- change into figure mode
- change the height of the bone skeleton in the same ratio with that you have scaled the characters mesh earlier
- turn off figure mode
- turn on "always deform" again
#38
06/23/2007 (9:50 pm)
Well my question was more related to the discussion of selecting Biped for editing the horse. A horse is NOT a biped. A horse is a Quadraped. (Bi = 2, Quad =4, ped = foot) Seems to me this would be handled differentely. Does Max handle a quadraped the same as a biped? Or is there a special setting for quadrapeds?

Thanks!
-Sparkling
#39
06/23/2007 (10:03 pm)
I don't own the horsepack but from Stefan's picture above the horse is using a (modified) Biped skeleton. It's not handled any differently AFAIK. Yes, a horse is a four legged creature but in Max you still use a Biped skeleton, there isn't a separate Quadraped skeleton that you use. I don't have any experience with animating animals so take what I say with a pinch of salt.
#40
06/24/2007 (2:26 am)
Hi again and thanks for answers :-).

@ Christian..

Please tell me where I shall insert the scale commando %obj.setScale("0.7 0.7 0.7"); in " datablock HorseData(DefaultHorse) " in horse.cs or someplace in horse.cc, or ??

@ Tim..

I have try to make a scaling in Max, but the horse going in "peaces", in that moment I try to turn of "always deform" and I can't get then back again to "normal" so ? Its to complicated for me as a Max - beginner :-(..
I'm using Max 8.

Thanks Jan :-)..