AdamPack

A replacement character, with animations, for the Torque Game Engine



Change Log:

6/28/05:



System Requirements:

To unpack AdamPack:
To put Adam (as is) into a game:
To edit AdamPack:



Included Files:




Installation:

Important: back up your entire project before proceeding. Following these instructions will overwrite your current player model.

Please note that if you've named your character and weapons something other than the GarageGame defaults, you'll have to rename the AdamPack files accordingly.

To install:

1. Unzip all AdamPack files, keeping directory structures intact.

2. Copy all the files from \AdamPack\shapes\player\ into your \data\shapes\player directory, overwriting files with the same names.

Note: For a cleaner installation with fewer excess files, you can remove everything from the \player directory  except  for the files footprint.png, splash.png, and debris_player.dts (Torque requires those files). Then copy the AdamPack files into the \player directory.

3. Copy all the files from \AdamPack\shapes\crossbow\ into your \data\shapes\crossbow directory.

(At this point Adam should be visible in-game, with his rifle in hand - now would be a good time to check.)

4. Change the character bounding box to fit Adam: Open \server\scripts\player.cs. Find the line with:
 
boundingBox =

and change the values to:

boundingBox = "1.0 1.0 2.2";

   
4b. Make the poofs of dust appear to come from Adam's feet: Open \server\scripts\player.cs. Find the lines with:

// Foot Prints
decalData   = PlayerFootprint;

and change the values to:

decalOffset = 0.05;


5. Make the weapon show up correctly in the first person view: Open \server\scripts\crossbow.cs and find the line that says:

eyeOffset =

and change the values to:

eyeOffset = "0.2 0.35 -0.35";
   

6. Delete \server\scripts\player.dso and \server\scripts\crossbow.dso before trying out the above script changes. The .dso files are compiled versions of the corresponding .cs files, and sometimes they don't get overwritten after you make changes to your .cs files. (Generally, you shouldn't have to do this, but for now it's best just to delete the .dso files until you're sure your changes are being compiled.)



Editing and Exporting:


Steps for exporting to player.dts:

1. Open AdamPack.max

2. Double-check that config file playerFull.cfg is in the same directory as the Max file you've just opened. This file makes sure all the necessary bones get exported from the max file into the .dts file. Incidentally, the playerFull.cfg in \AdamPack is exactly the same as the one in \AdamPack\fullbody. They serve the same function, only the one in \fullbody is for the animation files in that directory.

3. In 3dsmax, go to the "utilities" tab (with the hammer icon). Select the DTS Exporter Utility - you may have to go into the "More..." list to find the DTS Exporter Utility. If you can't find the DTS Utility, check that you have max2dtsExporter.dle installed properly.

4. Open the Parameters rollout, and uncheck "Collapse Transforms"

5. Open the Utilities rollout, and select "Whole Shape" under "Export"

6. Navigate to your player.dts file (you did back up that file, right?) and save over it.

7. Run the game, -show tool, or ShowTool Pro to make sure your changes worked
   
   
Steps for exporting to an animation (.dsq) file

1. Open one of the AdamPack animation files, such as AdamPack_forward.max, or AdamPack_fall.max.

2. Double-check that there's an appropriate config file (such as playerFull.cfg or playerLegs.cfg) in the same directory of the .max file you've just opened. The config file will pick and choose what nodes get exported. For instance, playerLegs.cfg will ensure that only the leg bones from the Biped skeleton make it into the .dsq file.

3. Go to the "utilities" tab (with the hammer icon). Select the DTS Exporter Utility - you may have to go into the "More..." list to find the DTS Exporter Utility. If you can't find the DTS Utility, check that you have max2dtsExporter.dle installed properly.

4. Open the Parameters rollout, and uncheck "Collapse Transforms"

5. Open the Utilities rollout, and select "Sequences" under "Export"

6. Last time I ask: you backed up your files, right? OK, then navigate to the corresponding .dsq file (it should be named with the same naming convention as the .max file) and save over it.

7. Run the game, -show tool, or ShowTool Pro to make sure your changes worked   


Steps for exporting to weapon.dts

1. Open Assault_Rifle.max
   
2. Go to the "utilities" tab (with the hammer icon). Select the DTS Exporter Utility - you may have to go into the "More..." list to find the DTS Exporter Utility. If you can't find the DTS Utility, check that you have the tools installed properly.
   
3. Open the Utilities rollout, and select "Whole Shape" under "Export"

4. Navigate to weapon.dts and overwrite it




Miscellaneous Notes:



Many Thanks:

to Joe Maruschak, Jeff Tunnell, Robert Brower (for the horse), and to the forum people who gave feedback. Many thanks to Barbara for saying the butt looks good - that's all I needed to hear - and for doing such a "kiss ass" job of helping me edit the page. Thanks also to the caffeine monkey clinging to my back, and to the rainy Northwest winter for not distracting me with sun and warmth long enough for me to get this done.

-Spencer Boomhower