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Posts posted by thunder
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Really nice work! 3dfoin
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yea.. problem is that everytime I try to open the model as exported dts in torque the game chrashes...
Edit: just think how easy things would be with the normal model of a program, regardless if its milkshape or blender..
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Ok so I found this:
http://sourceforge.net/projects/milkman3d/?source=typ_redirect
is there anybody who can help me out implementing this?
havent got a clue about coding myself, well a little but not near enough todo this..
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If you write your own loader, yes. It would be wiser to just integrate Assimp with T3D, actually. Then, you gain the benefit of using MD3 and MD2, along with a shitload of other formats. And you can help contribute to Torque's ecosystem.
yea... especially me who just LOVE code... I wouldnt have the faintest Idea how to do this :)
But ok.. I will google a bit :)
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I would write a custom BSP loader, though. You're going to have a bad time with collision if you end up using ASE/OBJ from q3map2. It's not very difficult:
http://www.flipcode.com/archives/Simple_Quake3_BSP_Loader.shtml
Dealing with the Torque API will be the real trouble.
Do you mean I could use bsp maps instead?
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q3map2 can compile to ASE, which you can convert to OBJ using pretty much any tool out there.
true
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nah.. sorry guys.. I off torque.. this is just getting harder than I expected..
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It works, tested it.. And if you still wanna map, join us at http://www.thewolfteam.org/forum
:-)
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I used milkshape first, took it into lightray 3d and binded the mesh there, back in milshape, created the animation, saved.. Imported it to blender checked animation and exported it to collada.
I think torque is wierd..
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http://i0.wp.com/www.enemytrenches.com/wp-content/uploads/2015/11/anim.png?w=640
this is my own playermodel, with my own animations... and it still screws up!
I really dont bother this..
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Thx @Steve_Yorkshire, good answear. Claryfied a lot for me :D
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Ah, OK thx :)
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ok..., do they need to have a special name to work?
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wouldnt that be nice when you have done something cool to show it of somewhere?
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That would be great :)
Well if its DAE that is the only thing that counts I might as well make them in Milkshape like my other models :)
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T3D does not support the .DIFF format any more. So, in order to do this, you'd have to use the initial release of T3D MIT (go back in Git and check out the 2.0 tag I guess) and build that - then import your .DIFF objects and then use the DAE export option from the file menu.
So, possible? Yeah, I guess. Fun? Probably not.
too much hassle :)
better of learning the constructor
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Thread title says the question, is this really possible?
https://www.garagegames.com/community/forums/viewthread/119907/1#comment-774373
I am familiar with the gtk and have made W:ET maps for years...
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As @Duion said 1 unit = 1 meter
Also for terrains.
Under 1080p resolution, 512 texture pixels per meter.
Over 1080p resolution, 1024 texture pixels per meter.
Well, this is the stuff where I am damn dumb...
I dont get the math here.. But I will go create as I feel and we'll see how it goes :)
as long as things are scaled onto each other I guess I should be fine :)
btw our project have just started from scratch
you may all follow it here:
and source on github, still under mit lisence:
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got to throw me on this with a question:
If I make the whole game (character, veichles etc.)
Would it do impact on how good the game would run?
Reason why I ask is that before starting on this project, I have been modding a lot on the old game Wolfenstein Enemy-Territory
And I like the scale there.
But I guess the maps will be smaller then too and maybe this will drop performance of the game?
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Ok, thx got my first animation working yesterday :) , wont take this OFF-Topic anymore and sorry for bringing thread off trac..


animation sucks in this game for some reason
in Beginner
Posted
yea.. when I use that .. Torque chrashes when I try to load model