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Posts posted by thunder
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Ok, will stop bothering you with my models.. Np..
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next model:
a sandbag to make obstacles with
http://img00.deviantart.net/0dd0/i/2016/132/c/3/torque_3d_sandbag_by_thunderpwn-da2866t.png
https://www.dropbox.com/s/3gkvyx2d41aa9d3/sandbag.zip?dl=0
Btw: lisence in first post
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I use ms3d and thats why they are dts models directly.. I will also look into that site when I get a chance :-) , thanx
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They actually goes under dwtfuwwi lisence.. Do what the f you want with it lisence.. Name the license that is free to use in all ways, modify, well all.. And I will fix that lisence on them.
And yea maybe a github would be ok.. I'll see what I do
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is there interrest for these models or should I just stop?
this one ex?
http://orig09.deviantart.net/19f3/f/2016/129/b/b/dinghy_by_thunderpwn-da1w97o.png
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3rd one, made today is an generator
https://www.dropbox.com/s/jjv5n31k6lqsvb2/props.zip?dl=0
there is 2 models, one intact and one destroyed.. so it can be used as an objective
http://img05.deviantart.net/3bff/i/2016/129/3/6/generator_model_by_thunderpwn-da1vx0o.png
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just a little offtopic (sorry) but also GTKRadiant 1.5 have obj export...
and atleast there is tutorials...
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next one something like a stonebridge
http://img06.deviantart.net/f315/i/2016/127/c/7/stonebridge_by_thunderpwn-da1mvp6.png
https://www.dropbox.com/s/s8vvb3wan95bzc0/stonebridge.zip?dl=0
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yep as I am used to share, I will also share some models here..
they are by no means top notch, since I am only a hobbyist modeller.
all my models shared here are under CC0 lisence as follows:
CC0 1.0 UniversalStatement of Purpose
The laws of most jurisdictions throughout the world automatically confer
exclusive Copyright and Related Rights (defined below) upon the creator and
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Certain owners wish to permanently relinquish those rights to a Work for the
purpose of contributing to a commons of creative, cultural and scientific
works ("Commons") that the public can reliably and without fear of later
claims of infringement build upon, modify, incorporate in other works, reuse
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purposes, including without limitation commercial purposes. These owners may
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further production of creative, cultural and scientific works, or to gain
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first one:
a landingcraft somewhat :)
http://orig00.deviantart.net/4a70/f/2016/123/1/8/landingcraft_torque3d_by_thunderpwn-da16971.png
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I think only the EYE & mount nodes can't be renamed.
If you create new character with his own animation, you can name the bones to any name you want.
I think node names are used by the engine to find node animations.
correct me if I made stupid assumption
I think you are right, and I also think I know the problem of using the animation following the game.. if you load the original player into 3d application you will see "node" in front of every bone too.. and I think this is why its so hard to make it work, really..
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hey Tron, I downloaded from yours side.. the last one.. But here is the even wierder thing... After a while when creating a new level.. the demo thing disapear.. seems like it is something temporary?!
Its ok now... I havent got a clue what this is all about
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I have 2 meshes I would like to work with animations allready ingame, and wonder if someone here actually is able todo that?
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also seems like it doesnt take in my collada files either anymore.. chrashes everytime I try to import a new model...
model made in Ms3d but I didnt have that problem earlier... perhaps its win 10.. dont know
EDIT but it does takes dts files for some reason..
http://orig00.deviantart.net/4a70/f/2016/123/1/8/landingcraft_torque3d_by_thunderpwn-da16971.png
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what you could try is to use the Alias fbx 2011 exporter and there write your filename.DAE
should work really
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yes you're right when it comes to rigged stuff.. and if you are able to export it... Torque chrashes...
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actually no.. did download the allready done file.. got a whole lot of errors when compiling...
but another question, why is it in demo mode with those exe?
cant save levels in demo mod it says... :(
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Can anyone point me in the right direction here.. I know I have seen it...
also.. does it need to be named node_bip01 and so on or does it need the node_ thing to work propperly?
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try with the 1.8.4 version, works for me
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thx a lot, I compiled and fixed it!
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after I deleted my old torque stuff and downloaded again I see that there is no .EXE to start the project with.. What do I do to make this happen again?
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Thanks thunder
np, if you want textures to them you will need to find the same model at http://www.thewolfteam.org/cmdownloads/categories/models/
it should probably be there. I will upload what I got of textures later when I get a chance .. A bit to much going on atm :)
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Do you have a log file from when it crashes from loading a model?
where do I find this?
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actually I think I found the error... I have both milkshape versions on computer and I think its because I imported the fbx file into 1.8.5 first.. it seems to me that 1.8.5 corrupt the model in some way so it cant be exported with animations, even if you take it into 1.8.4 and export it from there.
Because the same thing happend for me with a model I made in 1.8.5 and took into a program and should export as animated md3 model..
So I think 1,8,5 is something wrong with... I have reported it to Mete on milkshape3d.com
so we'll see..
well then I am back to my problem with importing an fbx file.. because the one in 1.8.4 does rarely works :)
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milkshape 1.8.4
torque 3.7

Axis problems with rigged makehuman models through blender->dae
in Content
Posted
you need more than that, I am atm working on ETLegacy models and have discover why we dont get our meshes to work with the animations.
you actually have to bind your mesh to the skeleton in the stupid pose he stands in.. if you move the skeleton you will brake ground pose for animations and it will not work.
Not turning back to Torque, but I just dropped in to tell you.
Greets from the ET guy!