Author Topic: player model help  (Read 2239 times)

I'm working on a new player type with a new model. The model is finished but do I need to add a joint for where weapons/items will be held/ or do I just do that with the code? And what else do I need to add to it? (collision mesh? other joints?)

Note: I'm using Milkshape.




well mount0 is for the right hand, and mount1 is for the left hand.

i think mount5 is for the headslot, might be mount6.
Not what it is for the brick tool, haven't tried yet.
And player types don't need collision boxes, you change the bounding box size in the script.

Thanks for the info. :)

I have more Questions :P

What is the head slot mount for? (for hats/helmets?)

What's the best way to get the bounding box to the right size?

Also, is it possible to have a player type that is being directly controlled by the player be able to fire weapons?  Such as like the mechs, only the player is the mech, not the pilot.

i think mount5 is for the headslot, might be mount6.

Just play around with it.

Look in the mech script, something to do with shootonclick. I Haven't done it before so i can't help you there. Mount for where it comes out should be still muzzlePoint

I now have a problem, the game crashes every time I try to use my player type. The problem is probably in the code, but i was wondering if it could be caused by:

1: the model is missing a needed joint?
2: maybe the bounding box is causing the crash (if it even can  :\ )

There is one datablock that had to do with animations that I commented out (because I haven't added any animations yet) so that could be causing it. I also noticed that all the player types and player type vehicles have a bunch of animations that they don't use. Are those animations required to have the player type work?
I also need to know how to make the .dsq files.

Please help me.

Look in the mech script,

I'm actually mostly looking at you Womprat add-on. (hope that's ok with you)


its probably crashing because you don't have the root.dsq animation.
Its your default animation, doesn't move. If you don't have it but in the script you put it in to play for each part, like run and stuff the game doesn't know what to do and crashes.
First keyframe all your bones and export as root.dsq and use that

Tut at the bottom of here:
http://forum.blockland.us/index.php?topic=56429.0

Thanks again! :D you have really helped me.

So I get the bounding box right by trail & error?  (won't be fun :S )

Thanks again! :D you have really helped me.

So I get the bounding box right by trail & error?  (won't be fun :S )

MS3D creates one automatically if it isn't present, so no worries.

MS3D creates one automatically if it isn't present, so no worries.

Really? Do you mean a collision mesh?

Really? Do you mean a collision mesh?

No, a Bounds box contains every part of the model and things that go with it, the Collision Mesh is another thing entirely.

No, a Bounds box contains every part of the model and things that go with it, the Collision Mesh is another thing entirely.

Oh cool, That will make it much easier.

The only thing I'm having trouble with now is how to save animations as a .dsq file.

Oh cool, That will make it much easier.

The only thing I'm having trouble with now is how to save animations as a .dsq file.

You export each animation sequence individually as a dsq file. Use Torque DTS Plus exporter.

You also need to export a .dts file with NO animations included. For starters, all you need to get a working player character is the base .dts and a "root" .dsq, then you can iron out any script, joint, or mesh problems before committing to making more animations. I really suggest keeping the animation work for last once you know you don't need to change the model in any way or add any joints, because the .dts and all corresponding .dsq files need to have the exact same joints otherwise blockland crashes. You add a single joint anywhere and you need to redo all the .dsq files you worked on.

does the basic DTS exporter work?