Search found 285 matches

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Search found 285 matches Page 5 of 29
by Steve_Yorkshire
Fri Apr 27, 2018 1:40 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 935
Well, I'm out of ideas for the moment. That wasn't a very long moment ... :lol: I imported the animation into the Blender Zombie and deleted everything but the first 150 frames (GG stock zombies have root 30-150) and imported it as a standard "ambient" animation. I then took this internal anim and ...
by Steve_Yorkshire
Fri Apr 27, 2018 1:02 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 935
Well, I'm out of ideas for the moment. When a Blender Zombie AI spawns it just sits in the pose state (not rootpose, a different one which it has in the editor). When a movement animation ends the Blender zombie stays in the last frame until a new movement animation triggers. Run works, Sprint_Forwa...
by Steve_Yorkshire
Thu Apr 26, 2018 10:02 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 935
Okay found a few issues/causes: First up the weird bone naming of Bip001A, Bip001B, etc are because the bone names have spaces but the IDs of the names have underscores, so all them need changing. :roll: https://i.imgur.com/sEekx0Z.jpg Rename the bones from "Bip001 Pelvis" to "Bip001_Pelvis" and the...
by Steve_Yorkshire
Wed Apr 25, 2018 5:40 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 935
Are you boys related? https://i.imgur.com/zNGkDkX.jpg Stock GG Zombie on left, Blender exported zombie on right Just to note the armature includes a load of bones called "nubs" which do not do anything in Blender (I think that they're helpers for Max). I removed them in a test with both animation a...
by Steve_Yorkshire
Wed Apr 25, 2018 3:09 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 935
I finally managed to get the GG Zombies imported into Blender 2.78c and exported again as DAE, and fully working into Torque. First up, you need the asset packs and source art off github: https://github.com/GarageGames/ContentPacks/tree/master/ZombiePack_T3D1.2_GameAssets https://github.com/GarageGa...
by Steve_Yorkshire
Mon Apr 23, 2018 5:16 pm
Forum: Gameplay
Topic: GG Zombie GamePlay Resource
Replies: 3
Views: 896
Whilst look through some ancient files, I found I had the Zombie Gameplay Resource which [GG]Mich had designed back in the days T3D1.2. It's basically Call Of Duty Zombies for Torque. :!: 24hN4s85OJw Here's the resource's original url as the comments include script changes. https://www.garagegames.c...
by Steve_Yorkshire
Sat Apr 21, 2018 1:34 am
Forum: Tools
Topic: Convert FBX To DAE Via Visual Studio
Replies: 4
Views: 560
VS 2013 and VS 2017. And yes, sorcery!
by Steve_Yorkshire
Fri Apr 20, 2018 4:51 pm
Forum: Tools
Topic: Convert FBX To DAE Via Visual Studio
Replies: 4
Views: 560
Turns out that you can convert FBX format to a Torque3D useable DAE using Visual Studio. Also makes the DAE file Blender3D compatible with full animations, materials and everything. Only thing of note is that material diffuse and specular default to black 0 0 0 instead of white 255 255 255, apart fr...
by Steve_Yorkshire
Fri Apr 20, 2018 4:45 pm
Forum: Assets
Topic: Chamferbox Lucky Pack, once a year chance, 90% OFF limited deals
Replies: 3
Views: 1063
@
User avatar
dstanton
Torque uses COLLADA/DAE too.
And I've found a way to convert FBX to Torque useable DAE by import/export through Visual Studio.
by Steve_Yorkshire
Mon Apr 16, 2018 10:34 pm
Forum: Beginner
Topic: publish game
Replies: 6
Views: 699
Compiled to dso and then removed the cs files. NOTE: your main.cs in the game directory still needs to be a cs file (unless someone changed that recently) or your game won't load.
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Search found 285 matches Page 5 of 29