Game Development Community

Easy way to get your Actor models into Torque?

by Vickie Eagle · in General Discussion · 11/19/2008 (4:35 pm) · 5 replies

Hi guys,
Hey I'm looking for an easy way to get my actor models into Torque. I'm a total newbe here because I have not worked with this engine much although I have owned it for a while. But it seems hard to get your own artwork into the game. Is there an easy way to do this. I just need to load my actor models and have them play their animations like thy should. Any help on this would be great

Thank you~
Vickie ;)

#1
11/19/2008 (5:07 pm)
If by Actor models you mean Player Models, then all you have to do is use one of the modeling programs
Milkshape3d, Blender, Max etc, and export them in a dts format.

For animations I'm kinda new to this, and I use milkshape, all I do is export the .dsq files also.

But like I said I been using Milkshape so I dont know how other programs do it.
#2
11/19/2008 (5:29 pm)
Check out the drop down menu above - Documentation - Artists, there's some docs/tuts in there for making a custom character and explaining the files. There's more docs on TDN but I think that's down for refurbishment at the moment.

Also look in "shapes - player" directory of the game and you should find a MAX(?) file of the orc, and also the script files to link it and the animations. You can change the server/player.cs file to point to another model (like the elf - or a custom one after you have it rigged, exported and animated).

If you use Blender there is an "Orange Guy" model for customizing. www.garagegames.com/blogs/35183/13546. There used to be a "Blue Guy" (3DS?) but I don't how to download him anymore.

Don't be afraid of the search function! Try something like "custom player model".
#3
11/19/2008 (7:37 pm)
Another great option is to check out one of the character packs that are currently available in the GG store. Most of these feature the source files, usually for multiple programs, and also some level of documentation. These can serve as a great example for how other artists set up their player models to work well in Torque.
#5
12/21/2008 (4:29 pm)
But before you throw a lot of $ into packs, you should really read the tutorials first! -It may be nice to have packs when you don't have any art. -But there are as many different packs as there are artists and you won't know if it matches your art until you buy it... -if the scale of your models, the nodes and animations doesn't fit the one in the standard game you'll have to make it all yourself, and it is free to roam around in the standard kork model...

so my 2 cents are: don't waste money on character packs you don't know (speaking of bitter experience)
And learn how to export shapes and animations like the tutorials mentioned above shows ;-)