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Plan for Matt Summers
Plan for Matt Summers
| Name: | Matt Summers | ![]() |
|---|---|---|
| Date Posted: | Apr 09, 2004 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Matt Summers |
Blog post
GameSpace/ TrueSpace 6.5+ DTS exporter now available, source code to follow shortly...
The first release of our DTS exporter for GameSpace 1.x and TrueSpace 6.5+ is complete and is now available for download. As soon as I get a chance It will also be posted here on Garage Games as a resource. The source code will be available in the next week or so once we clean it up a bit and make sure our changes to the DTS SDK won't break anything. Download the exporter here
The exporter also includes extensive documentation on how to use it and also information on the DTS feature set. The DTS info was collected from several garage games resources and compiled into the docs for the exporter so the information was all in one place. Preview the docs here

Feature wise it currently supports:
multiple materials per object, material properties, mesh sorting, tri-stripping, custom bounds, mipmap control, multiple collision objects, multiple LOS collision objects, auto Level of detail (like multires), manual detail levels, billboards and billboard detail levels, named nodes (static or animated), encoded normals, Transform animation (skeletal animation), named animations using clips, sequence priority, blend animation, and DSQ export
The remaining features will be added to the next release version of the exporter These include: ground transform animation, material animation, IFL, visibility animation, scale animation, node export control and triggers.
Here is an example of auto generated LOD objects using the Orc:

5 detail levels were auto generated by the exporter starting with original mesh triangles and reduced down to around 500 triangles. Texture coordinates are maintained as best as possible and it works on both animated and static objects.
Our additions to the DTS SDK will make it easy for the Milkshape and other exporters to add missing features like AutoLOD, tri-stripping, DSQ, mesh sorting, and more.
Torque Content Conversion

I am also currently in the process of converting the Torque content into gameSpace/ trueSpace format so users of this exporter will be able to modify the objects and export them for use with TGE.
The exporter also includes extensive documentation on how to use it and also information on the DTS feature set. The DTS info was collected from several garage games resources and compiled into the docs for the exporter so the information was all in one place. Preview the docs here

Feature wise it currently supports:
multiple materials per object, material properties, mesh sorting, tri-stripping, custom bounds, mipmap control, multiple collision objects, multiple LOS collision objects, auto Level of detail (like multires), manual detail levels, billboards and billboard detail levels, named nodes (static or animated), encoded normals, Transform animation (skeletal animation), named animations using clips, sequence priority, blend animation, and DSQ export
The remaining features will be added to the next release version of the exporter These include: ground transform animation, material animation, IFL, visibility animation, scale animation, node export control and triggers.
Here is an example of auto generated LOD objects using the Orc:

5 detail levels were auto generated by the exporter starting with original mesh triangles and reduced down to around 500 triangles. Texture coordinates are maintained as best as possible and it works on both animated and static objects.
Our additions to the DTS SDK will make it easy for the Milkshape and other exporters to add missing features like AutoLOD, tri-stripping, DSQ, mesh sorting, and more.
Torque Content Conversion

I am also currently in the process of converting the Torque content into gameSpace/ trueSpace format so users of this exporter will be able to modify the objects and export them for use with TGE.
Recent Blog Posts
| List: | 10/05/05 - Plan for Matt Summers 11/16/04 - Plan for Matt Summers 08/20/04 - Plan for Matt Summers 07/27/04 - Plan for Matt Summers 06/18/04 - Plan for Matt Summers 04/09/04 - Plan for Matt Summers |
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Submit your own resources!| John Vanderbeck (Apr 09, 2004 at 01:13 GMT) |
| Gareth Davies (Apr 09, 2004 at 02:10 GMT) |
| Josh Williams (Apr 09, 2004 at 02:36 GMT) Resource Rating: 5 |
| Frogger (Apr 09, 2004 at 02:43 GMT) Resource Rating: 5 |
| Simon Windmill (Apr 09, 2004 at 02:51 GMT) Resource Rating: 5 |
| Frogger (Apr 09, 2004 at 03:12 GMT) Resource Rating: 5 |
/boils up inside!
| Matt Summers (Apr 09, 2004 at 03:14 GMT) |
Besides layers the exporter also uses clips for animation, both features are only available in TrueSpace 6.5+ and GameSpace. The source code for this exporter will be available here on Garage Games shortly so someone else may choose to port the exporter to older verisons of TrueSpace, but they would have to rewrite the scene parser and the parts of the animation export to make it work.
We wrote it for the software versions that we are using (gameSpace and TS 6.6) and are making the source avaialable to the Garage Games community so that others might port it for their own needs.
Edited on Apr 09, 2004 04:19 GMT
| Kurtis Seebaldt (Apr 09, 2004 at 03:15 GMT) Resource Rating: 5 |
| Jay Moore (Apr 09, 2004 at 05:36 GMT) |
When the exporter is ready from prime time let me know I'll do a full on press release and RSS news feed. I've been in contact with Chris R. and want to be sure this gets explosure a widely as possible.
Thank you and Ted for all your hard work. I know that this was a major undertaking and its good to see the quality you've put into this.
Jay
| Phil Carlisle (Apr 09, 2004 at 11:05 GMT) |
So great work to all involved, mucho thanks.
| Mark Barner (Apr 09, 2004 at 14:04 GMT) Resource Rating: 5 |
| Eric Johnson (Apr 09, 2004 at 18:33 GMT) |
| Josh Williams (Apr 09, 2004 at 21:45 GMT) Resource Rating: 5 |
Edited on Apr 09, 2004 21:46 GMT
| Dan "Nerseus" Jones (Jun 03, 2004 at 04:56 GMT) |
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