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Posts posted by Duion
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I only export as collada, since .dts is not supported, there are only really old exporters out there and I don't want to use the ancient blender version needed for it.
But it is not the export process, since by default you only have one timeline in blender to animate on, if you want more, you need to make another scene or model, or use the action strip editor which can have multiple timelines, but no idea if they can be exported and interpreted well in the engine, I don't think anyone ever tried this.
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I only use blender and the animation does not have to be named ambient, Torque just names it like that, in blender it is just the timeline.
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Roadmap of planned features for version 1.0.4.5:
-Expand TG_BuildingSite map, change the building layout at some places making it more interesting and add some more structures, walls etc.
-Model a series of BuildingSite props to populate the BuildingSite-map and for re-use in future levels.
-Change TG_DirtPit level, optimizing weapon/ammo spawns, add some more cover, add some more spawn points more to the center, make the center more powerful
-maybe activate AI players so people can play single player against bots
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Roadmap of planned features for version 1.0.4.5:
-4 new maps for paintball, regular plain fields
-4 sets of different paintball-cover models, that can be reused later by players to make their own map layouts
-round-based teamplay gamemode, each team starts at one side, a few seconds countdown, round start and play until one team wins through eliminating all opponents.
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Roadmap of planned features for version 1.0.4.0:
-Removal of core folder, restructuring of the game scripts
-Multiple game-Types framework
-Teams
-New Paintball game-mode with new player-model, weapons and animations
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@chriscalef
The question remains how the sequences got there, are they just renamed sequences that has been split up from the ambient sequence like frame 1-19, frame 20-30 etc or a list of animations exported to a single file and then combined again into one file.
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Each model can only have one sequence which is automatically named "ambient", if you want a different sequence you have to save it in a different file, you cannot have multiple in one file.
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zMe37VeT24Y
Real first person mode in action.
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Who was right is all that matters, since if I was right, this whole discussion is meaningless, since I said how it is from the beginning.
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So I'm right and you cannot have multiple sequences in one model file.
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Yes, that is them exported as a single animation, each file has 1 animation on 1 timeline, the ambient timeline.
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There may be a way to do that, but I have not found it out so far or seen it somewhere else.
The current animations in Torque are either exported into single animation files or used from the ambient timeline.
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There are no other sequences, ambient is the only one, all other derive from that.
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When you animate a model, the animations are stored in a main "ambient" sequence.
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I have that also, they are listed with uppercase in the shape editor, but they are still lowercase in my script file, maybe because I add them through notepad and not through the ingame editor.
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I don't really know what you are trying to do, maybe screenshots would help.
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Ryder animations are in art/shapes/weapons/Ryder/PlayerAnims and are loaded through the prefix in the playerdatablock.
First person models are setup differently, they are mounted to the center of the coordinate system.
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Who needs all that when you got Torque3D and your imagination?
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No idea what this is, but my walk animation works well.
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You don't need "thousands" of animations, just one for each state. So you have one pose without weapon and one with weapon, this makes two.
So you will have the root pose, which will be the position of the character without weapon, then you make another sequence called "weapon_root" or so, this will be the root when you holding that weapon, the animation will have the hands moved into place, nothing else and the rest of the animations are blended in from other sequences.
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You can disable it in total with the checkbox in the playerdata editor. I think the shadows are not part of the first person model, since they are projected into the whole game world and so are also visible in first person of course.
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Then you separate those, if a weapon is equipped you can use animations from the weapon using the "prefix" option.
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They blend because the walk animation only animates the legs.
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You don't need animations for that at all, you don't blend hand animations with walk animations, since they are automatically blended, since you only animate the legs for walking and only the hands for aiming.
In Torque you have "Head" and "Look" sequence, those define head movement and look direction, so you already have 3 animations that are blended into one or over other animations, look it up here: http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Primer/torque_character_primer.html

Übergame version 1.0.4.0 Roadmap
in Forum
Posted
It will come with it's own art, levels and props, but you can play it on all other maps as well, that's why it is called Übergame ;)