AdamPack
A replacement character, with animations, for the Torque Game Engine
Change Log:
6/28/05:
- Added a suggestion for an
alternate, cleaner method of installing AdamPack files to this
Readme.
- Added instructions for making the dust
poofs come from Adam's feet to this Readme.
- Added a t-shirt layer to AdamPack.psd
- Added a khaki pants layer to AdamPack.psd
- Added \t-shirt directory with an alternate Adam.jpg texture
containing the t-shirt and the khaki pants
- Adjusted UVs in player model to accomodate t-shirt
- Adjusted vertices in player model to hang over the belt line a
bit (the belt looked too thick before)
- Fixed animations: forward, side, and back, adding triggers
to them so that they produce poofs of dust, footsteps, and footstep
sounds when the player runs
- Cleaned up some weird vertex influencing: each leg bone had a
mild influence on the opposite leg, and the thumbs were influenced by
the finger
- Adjusted verts to shorten the thighs slightly
- Fixed the death animation: previously the gun ended up
penetrating the arm. Also, added a little more bounce to the hand when
they hit
- Touched up the jump animation so right foot doesn't point so
sharply down
System Requirements:
To unpack AdamPack:
To put Adam (as is) into a game:
- Torque Game Engine (or even one of the demos will do)
To edit AdamPack:
- 3dsmax 4 or later, and Character Studio
- Exporters for 3dsmax (max2dtsExporter.dle). Find them here.
Included Files:
- AdamPack.max: 3dsmax file consisting of the Adam player model,
with three LOD (Level of Detail) models. Adam's player
model has
1216 triangles, and his LODs have 376, 196, and 100
triangles. Both the player model and the LODs are rigged to a Character
Studio Biped skeleton.
- player.dts (exported from AdamPack.max).
- 3dsmax files and .dsq files for the Adam's animations: root,
forward, back, side, lookde, head, fall, land, jump, diechest,
scoutroot, headside, recoilde, sitting, celsalute, celwave, standjump.
- .3ds file of Adam in base pose.
- Assault_Rifle.max: 3dsmax file for Adam's rifle, with a single
LOD model. The assault rifle is 760 triangles, and the LOD is 285
triangles.
- weapon.dts (exported from Assault_Rifle.max).
- .cfg files for export.
- .cs files - Torque Game Engine script.
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:
- Make backups of your work before you start, and continue to make
iterative backups as you proceed with exporting.
- Refer to the docs linked beside the 3ds Studio Max exporter link here
for lots of
good information on how to build, animate, and export characters using
Torque's tools. If you want to make any changes to Adam, you'll have to
have a reasonable understanding of these tools. Naturally, you'll also
have to have a reasonable grasp of how to use 3dsmax and Character
Studio. If you're a
beginner, I highly recommend the 3dsmax video tutorials on 3DBuzz.com. You
have get a 3DBuzz membership and sign in if you want to see the videos.
- When exporting any of the Adam files, un-check the box that says
"Collapse Transforms" in the Parameters section of the DTS Exporter
Utility. The .cfg files I've included in the directories with the .max
files will take care of collapsing the transforms more accurately than
that checkbox.
- If you want to change what nodes get exported, do so in the .cfg
files in the directories with the 3dsmax files. The .cfg files have to
be in the same directory as the .max files in order to affect the
export process (.cfg files and their
use is covered in detail in the docs, and on the GarageGames forums).
- When exporting the assault rifle, there's no need to un-check
"Collapse Transforms" because the assault rifle doesn't have
animations.
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:
- Adam is realistically scaled, in the two meter range, or
somewhere between six and seven feet. He might, however, look a little
small compared to some other objects that are out there. I think this
is because the default Torque orc is huge, and many objects built for
use in Torque have been scaled to look right relative to the Orc.
- While it's possible to animate forward.dsq (and certain other
animations, I think) with a transform that
makes it so the game can match foot motion with the ground as the
player slows and speeds up, I preferred not to do it that way. Instead,
I simply animated the run in such a way that the player moves his legs
the same
speed no matter what his velocity. It was simpler to do it this way,
not to mention the fact that, if you make the animation speed match the
ground speed, and you make the player move really fast (and I
personally like fast movement), it just looks funny to have the player
running fast motion, in a Charlie Chaplin-esque style.
- Shoulders are notoriously tricky to get right on a solid mesh
character. If you go twisting Adam's shoulders around too much, they'll
start looking crimped. One solution to this is to detach the arms as
separate objects that pivot in the torso (like in an action figure),
but that has its own problems.
- I'm happy to help with any problems with the pack, but I'm afraid
I just don't have the time to teach anyone how to use 3dsmax. Did I
mention 3DBuzz.com?
Great site.
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