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Milkshape player

by Dave "Brim" Murff · in Artist Corner · 09/16/2002 (5:46 pm) · 3 replies

I'm doing a T2 mod, but thought this might still be a good place to ask-
I want to replace the heavy human and derm, and am using Milkshape. Every player model causes the game to UE. I've tried naming the bones the same as in the original .dts files, no luck... Anyone who has successfully done a humanoid model in Milkshape care to show how the skeletal setup works? I have had great success with weapons and vehicle models (except wheeled vehicles), the player eludes me...

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#1
09/17/2002 (12:23 am)
I have use Milkshape a lot for vehicle, but not tested yet for player purpose.
I hope someone manage to do it.
#2
09/17/2002 (2:08 pm)
Why couldn't you use the naming convention that 3dmax uses's. ie call everything (bones) Biped.* . I have never even used milkshape so I don't know but if the T2 player models are set up like the Torque then I would think it would work with the default animations. You can find the Heirachy for a MAX model in the MAX2DTS docs. There is a chart with all the names and the linking heirachy for the default Torque model. Might work.
#3
09/17/2002 (4:28 pm)
That's what I used.. "Bip01 Head", etc.. the hierarchy should have been the same, too...