Author Topic: Animateing help and size help NEW QUESTION  (Read 1827 times)

Ok i made this Panther Ai in Milkshape 3D.
I animated it and exported as .DSQ.
I scripted it.
And when i use it ingame the Animations dont work like the walking, attacking, and death.
IT IS PLAYER TYPE ANIMATION

How do you organize your animations so you can export multiple ones to the .dts file?


Also When I spawn my panther the model shows but it is small and the Collision box is the corect size...

here is the .cs

« Last Edit: November 12, 2009, 08:00:13 AM by aware14 »

ok how come i have one download but no help?

i need HALP  :panda:


Export it as .DTS.

dude i know that...
the animation export is .dsq...

4 downloads... no help...
Bump  :cookieMonster:

i would like to relese one of my addons soon D:

dude i know that...
the animation export is .dsq...
No it's not. It's Torque DTS

I'd know, i make animated models in milkshape.

No it's not. It's Torque DTS

I'd know, i make animated models in milkshape.

the exported animation is .dsq D:
i the model is .dts
animation is .dsq

how come this is so confusing D:


i added this to maake it more clear -.- sence it an ai NOT a weapon
IT IS PLAYER TYPE ANIMATION
« Last Edit: November 10, 2009, 06:40:19 PM by aware14 »

You can include the animation in a .dts file.  .dsq's are there just to make things a little more organized.

You can include the animation in a .dts file.  .dsq's are there just to make things a little more organized.
Kinda off. .dsqs contain the animations for the bones of the original mode. Assuming that you copypasta a script from somewhere, what is the original script?

what is the original script?

Heed's Parasite ):
idk how to script i was guna give credit to him in the end tho..

Did you name the .dsqs to match your script?


You need to make a shape constructor to "attach" the .dsq files to the .dts file.

there should be no collision box in the model. Collision is generated using this
Code: [Select]
   
   boundingBox = vectorScale("7 3 6", 2); //"2.5 2.5 2.4";
   crouchBoundingBox = vectorScale("7 3 6", 2); //"2.5 2.5 2.4";
   proneBoundingBox = vectorScale("7 3 6", 2); //"2.5 2.5 2.4";
just resize the model