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Post by Beack on Feb 5, 2013 3:30:54 GMT
I don't know if this is the correct board, but anyways.
-I have some problems making models with Milkshape (still learning Blender) and when I use more polys to make it, some of then are invisible in-game, the only way to make the model appear properly is grouping the polys/meshes (I don't know how to call it)
-Another Question, there is any additional file to make models in Blender for Marble Blast?
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Post by [DWARF] RDs.empire on Feb 5, 2013 13:55:51 GMT
Im not support moderator but it seems like this topic is in wrong board anyway.. - I haven't made anything with milkshape but I can tell that only time when polys disappear to me is when shape is really small (like marble) and there is ridiculously small distance between polys. (And that shows when exporter says there's an error and when I place shape ingame those bad parts show up) You can test this by trying to scale your current shape up and see if it has any improvements But im pretty sure is the fault lays in fact that you haven't connected vertices and made faces for shape (hard to explain) That on the right shows what will not show up... -As for blender you need DTS exporter installed in blender 2.49b for exporting... If you already have that then nothing else. Also if you need any other help regarding blender just bump me on skype
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Post by IsraeliRD on Feb 5, 2013 21:44:26 GMT
Will move this later today/tomorrow to the proper board. Just giving beack a chance to see this topic.
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Post by Beack on Feb 6, 2013 0:22:15 GMT
@rds: Let me try about the vertex stuff and the distance between polys, about blender...maybe I will bug you later (I need some practice with the interface)
also where this will be moved?
will post the restulst later.
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Post by IsraeliRD on Feb 6, 2013 4:50:30 GMT
Moved to Custom Graphics directory as we have our .dts shape discussions there.
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Post by Beack on Feb 26, 2013 19:24:00 GMT
*late reply* RDs: Worked wihtout problems, thanks a lot! Also I made a proximity sensor wich explodes when you reach it's range (the red light on it)
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Post by Jeff on Feb 26, 2013 21:08:53 GMT
nice job beack, looking forward to seeing more
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Post by [DWARF] RDs.empire on Feb 26, 2013 21:59:47 GMT
RDs: Worked wihtout problems, thanks a lot! Glad to hear Also its actually clever idea of proximity sensor. Try adding pure alpha. That would make it hard to pass...
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Post by Beack on Feb 27, 2013 0:23:51 GMT
Try adding pure alpha. That would make it hard to pass... or completelly transparent to troll players. Jeff: they will come, but i have to refine my modeling skills.
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Post by [DWARF] RDs.empire on Feb 27, 2013 15:40:03 GMT
With addition of small range detector code (that would trigger animation) and IFL animation that would make transparency change colors when you are really close to landmine would make this look cool in game...
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Post by Beack on Feb 28, 2013 2:12:50 GMT
that's hard to me actually, but the idea is fantastic, how you make FLI animations, there are an additional script needed?
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Post by Jeff on Feb 28, 2013 2:22:03 GMT
IFL animations do not require any torqueScript besides activating it. You can make the animations in your 3D maker. Just remember what kind of animation threading you use. Then in the script file for torqueScript, make a datablock. Code: datablock StaticShapeData(testData) { category = "testing"; // this is where it appears in the level editor shapeFile = "your_shape_file/path/here/shape.dts"; // your shape file path starting };
// start animation code function testData::onAdd(%this, %obj) { %obj.playThread(0, "type_of_threading_here"); // animation line }
usually the threading is called "ambient"
if you want something to happen when you touch the shape, you can do it here: function testData::onCollision(%this, %obj, %col) {
}
Hope this helps, if you have any torqueScript questions just ask, otherwise all animation questions that are in your 3D maker go to a 3D artist. ~Jeff
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