Game Development Community

I know corny but how?

by Barry Mesa · in Torque Game Engine · 12/06/2002 (3:52 pm) · 13 replies

I am having trouble bringing a ms3d file that was converted to a dts into the engine. Well actually, I can bring it in but it loads as a static shape (like the trees and rocks) in other words you can pass through it. I made a vehicle but I am unable to make it a "solid" object or mountable. Is there a tut for this? or can someone help me with creating a vehicle.
Thanks,
Barry

#1
12/08/2002 (9:15 am)
Im gonna bump this cuz i need to know too.
Barry did you figure it out.
If i want to make my own tree in milkshape how do i make it a solid object. I plan on using trees and rocks as bunkers in my game so this is needed.

Can anyone help us out.
#2
12/08/2002 (9:24 am)
I'm not taking care of this part in my project, but this problem must have something to do with a "collision mesh" your model should have.
#3
12/08/2002 (9:50 am)
Well its a start..thanks man
#4
12/08/2002 (12:22 pm)
To add collision to a shape:

1. Make a dummy object named "collision-1"

2. Make it's parent whatever the highest level dummy object in your hierarchy is (in my screenshot it is called shape)

3. Make an editable poly that is your collision mesh (you can just copy and paste your actual model for this if you want). Name this "col-1"

4. Make it's parent the "start" dummy object.

That should do it. Here's a screenshot of something similar to what your hierarchy should look like to clarify my poor wording ;)

www.rfhq.com/~flegdev/shapehierarchy.gif
#5
12/08/2002 (1:41 pm)
Wow thx Ben...HUmmmmm i should have stated i was an idiot also..do i do all this in milkshape?

EDIT: mabe a tutorial would be better as people Probably dont have the time to explain it all to me.
#6
12/08/2002 (1:43 pm)
Oh damn I just noticed the Milkshape part :( In that case I've got no clue, this is for 3ds max. Sorry.
#7
12/08/2002 (1:48 pm)
Oh no wonder i had no clue...So the question now is is it posible to make collidable objects in Milkshape..i hope to god we can or im screwed.
#8
12/08/2002 (2:14 pm)
I'll download milkshape (there is a 30 day trial for it I believe) and see if I can figure it out. Took me about 15mins to figure it out for 3ds basically taking stabs in the dark so maybe I will get lucky this time too.
#9
12/08/2002 (3:25 pm)
Great thanks Ben
I looked through my copy of milkshape but didnt see anything to do with collision meshes and the like...if you figure it out please enlighten us.
#10
12/08/2002 (3:54 pm)
you are not going to "find" it in Milkshape, it is just a naming convention that the exporter uses, nothing more. This is pretty well documented in the Max documentation, that should be able to be extrapolated into Milkshape since it is nothing more than a naming convention.
#11
01/07/2003 (6:45 pm)
I think the collisions will have to been done in the engine for milkshape. I am not 100% on this but that is what I suspect. Kind of like you do for the vehicles. I saw a tut in one of the other forums.

If anyone has any insight to this please post it here, or if you find the forum I am talking about before I do...lol...post that here also please. Thanks everyone.

Barry
#12
01/07/2003 (7:34 pm)
Can't you just select a mesh for a colision mesh when exporting?
I seem to remember that you make a seperate mesh (or you can use the same mesh and make it export as visible) and set it as the collision mesh in the export options. Or you could call the mesh 'collision' or something and it would automaticly be set as the collision mesh.
I havent used Milk Shape for a while but i think thats how it was done... maybe im missing something in what your wanting to do because it is quite obvious when you are exporting that you can set a collision mesh...

Hope this helps.
#13
01/07/2003 (9:44 pm)
You are correct I just found it. That's what I get when I rush through stuff. You can create one or a cylinder or none. The default is none therefore if you "rush" throught the export like me you won't have a solid object.