Vehicle model requirements?
by EricCartman · in Artist Corner · 08/19/2002 (10:22 pm) · 8 replies
Hi,
I was playing around with the racing mod and decided to try out changing the car model. I made a model in Milkshape and exported it to dts, replace the original car.dts file with it. when I opened up the game and I was able to my my new model. But, when I try to drive it, it wont move. and also the wheels arent appearing either.
Is there supposed to be some objects, bones or whatever in the car model? and how do I add them please?
thanks.
I was playing around with the racing mod and decided to try out changing the car model. I made a model in Milkshape and exported it to dts, replace the original car.dts file with it. when I opened up the game and I was able to my my new model. But, when I try to drive it, it wont move. and also the wheels arent appearing either.
Is there supposed to be some objects, bones or whatever in the car model? and how do I add them please?
thanks.
#2
08/19/2002 (10:44 pm)
The information in the docs is kind of old. Your best bet would be to look at Tim Gift's planfiles.
#3
where is Tim Gift's document please?
anyways, I use milkshape. is there any tutorials on how to add nodes? I have tried opening the car.ms3d file in the racing/data/cars/ directory. and they show the nodes and the box as the car. so I took out the car the replaced it with my car model, and exported it, but this time the game crashed on load. Does the car need to be some how attached to those nodes?
08/20/2002 (7:12 am)
thanks.where is Tim Gift's document please?
anyways, I use milkshape. is there any tutorials on how to add nodes? I have tried opening the car.ms3d file in the racing/data/cars/ directory. and they show the nodes and the box as the car. so I took out the car the replaced it with my car model, and exported it, but this time the game crashed on load. Does the car need to be some how attached to those nodes?
#4
Logan
08/20/2002 (7:13 am)
I am looking into writing a supplimental follow-up to the DTS Exporter Doc that specificly covers what you needs to make your vehicle model work in Torque (read this is not a tutorial, simply documentation). When I get more progress I can let you know.Logan
#5
08/20/2002 (7:22 am)
the error message I am getting is "TSMaterialList::getFlags index out of range"
#7
And still why does my model crash? that model I have exported it as a normal static object and loaded it into TGE, that worked fine....
any ideas?
thanks
08/20/2002 (7:32 am)
ok. i found out a bit more. it only crashes when I use my own model. if I just delete the original box and put in some spheres or cylinders, they will come out. However, no matter what I choose, the orginal box is still showing. although i've deleted it.And still why does my model crash? that model I have exported it as a normal static object and loaded it into TGE, that worked fine....
any ideas?
thanks
#8
The reason it was crashing is because of the textures. appearantly the orginal car.ms3d file had some other texture in it already, so when I imported my model along with textures, the engine somehow doesnt like it and crashed. so I deleted the orginal texture it worked fine.
thx for suggestions.
08/20/2002 (2:13 pm)
alright. I figured it out. The reason it was crashing is because of the textures. appearantly the orginal car.ms3d file had some other texture in it already, so when I imported my model along with textures, the engine somehow doesnt like it and crashed. so I deleted the orginal texture it worked fine.
thx for suggestions.
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