file Issues with DTS

  • Beack
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05 Feb 2013 06:30 #1
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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  • RDs.The-dts-guy
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05 Feb 2013 16:55 #2
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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AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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  • IsraeliRD
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06 Feb 2013 00:44 #3
Will move this later today/tomorrow to the proper board. Just giving beack a chance to see this topic.

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  • Beack
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06 Feb 2013 03:22 #4
@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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06 Feb 2013 07:50 #5
Moved to Custom Graphics directory as we have our .dts shape discussions there.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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  • Beack
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26 Feb 2013 22:24 #6
*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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  • Jeff
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27 Feb 2013 00:08 #7
nice job beack, looking forward to seeing more

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  • RDs.The-dts-guy
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27 Feb 2013 00:59 #8
Feb 26, 2013, 2:24pm, satanic wrote:
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...

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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27 Feb 2013 03:23 #9
Feb 26, 2013, 4:59pm, rdsempire wrote: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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27 Feb 2013 18:40 #10
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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AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
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28 Feb 2013 05:12 #11
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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  • Jeff
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28 Feb 2013 05:22 #12
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:

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

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