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Blender DTS Exporter 0.94 Released

Blender DTS Exporter 0.94 Released
Name:Joseph Greenawalt
Date Posted:Feb 04, 2007
Rating:4.9 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Joseph Greenawalt

Blog post
A new 0.94 version of the Blender DTS Exporter for Torque has now been released.
The new version requires Blender 2.42 or higher.

You can download the new release at the exporter project page: projects.blender.org/frs/?group_id=95
Be sure to check the Readme.html file included with the exporter if you are a new user, or if you run into problems.

Many thanks go out to everybody who helped out with this release. Contributions are listed below.

What's New for version 0.94

  • Animation export code updated to work with the upcoming Blender 2.43 (is still compatible with Blender 2.42 as well).

  • Changed the bone grid control in the Armatures panel of the exporter GUI into a scrollable list, and added wildcard matching to turn bones on and off. Thanks go out to Todd Koeckeritz for providing ideas and feedback for this.

  • Added a new "Geometry Type" section to the general tab to replace the old "triangle strip" section. New buttons allow the user to choose between exporting single triangles, triangle lists, and triangle strips. Defaults to single triangles.

  • Better scrollbars in the exporter GUI, adjustments to the size of the sequences list, changed coloring of sequence list items, and general visual improvements all courtesy of Todd Koeckeritz.

  • Fixed a problem with skinned meshes that caused a crash when using a blender-exported dts in TGE as a static shape. Thanks go out to Jari for finding and helping to diagnose the problem.

  • Fixed erroneous collision mesh name console warning (must start with "col") due to incorrect null mesh padding on visible detail level objects. Thanks go out to Jari for finding the problem.

  • Other small fixes

Recent Blog Posts
List:04/10/08 - Blender DTS Exporter 0.96 Released
09/11/07 - Blender Orange Guy Now available
08/10/07 - Blender DTS Exporter 0.95 Released
02/04/07 - Blender DTS Exporter 0.94 Released
12/26/06 - Blender DTS Exporter 0.93 Released
11/25/06 - Blender DTS Exporter version 0.92 released
02/15/06 - Blender Exporter User interface Overview, more to come.
05/21/05 - Plan for Joseph Greenawalt

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Scott Coursey   (Feb 05, 2007 at 01:11 GMT)
Just too cool. I can't wait to finish my current project and really get deep into the exporting. Congrats on another great release.

Eric Roberts   (Feb 05, 2007 at 01:25 GMT)   Resource Rating: 5
You sir - are awesome.

Vashner   (Feb 05, 2007 at 02:45 GMT)   Resource Rating: 5
Thanks ya'll.

Broken_Sword   (Feb 05, 2007 at 04:00 GMT)   Resource Rating: 5
AWESOME!

Andrew Nicholson   (Feb 05, 2007 at 10:38 GMT)
Thanks Joseph and everyone else who contributed, cheers! :)

Joseph Greenawalt   (Feb 06, 2007 at 00:07 GMT)
Thanks guys :-)

Konstantin Teterin   (Feb 20, 2007 at 02:10 GMT)
Seems that projects.blender.com is down. Are there any mirrors of blender dts exporter?

Joseph Greenawalt   (Feb 20, 2007 at 02:51 GMT)
0.94 Mirror:
www.jsgreenawalt.com/Downloads/Blender/DTSExporter/Mirror/DTSExporter_094.zip
Edited on Feb 20, 2007 02:51 GMT

Benj   (Jun 25, 2007 at 16:27 GMT)
any chance support for animated collisions could be added to the version for blender 2.44?

Joseph Greenawalt   (Jun 25, 2007 at 17:09 GMT)
@Benj, it's already supported, since version 0.93.
Edited on Jun 25, 2007 17:09 GMT

Benj   (Jun 25, 2007 at 22:45 GMT)
is there a manual anywhere that would tell how then? cause the exporter crashes if i try to parent a collision marker to a bone.

edit: never mind, found the instructions in the changelog.
Edited on Jun 25, 2007 22:50 GMT

Jean-Pierre Cuerrier   (Jun 27, 2007 at 08:22 GMT)   Resource Rating: 5
Wow, just what I needed! Thank you very much!

Benj   (Jun 27, 2007 at 12:57 GMT)
i cant seem to find the thread for the latest release anymore but, in all the other releases the texture name torque wants came from the blender material name, in this latest version for blender 2.44 it takes it from the actual image you used in blenders name. which way is it gonna stay? :P

Joseph Greenawalt   (Jun 27, 2007 at 13:12 GMT)
Using the image name was intentional and it's probably going to stay that way. I may add a fallback if no images are loaded (but don't count on it). Doing it the new way makes more sense because you don't have to name anything or even set up a material at all. This makes using multiple materials on a single mesh as easy as UV mapping them. In almost all cases you have to load the image anyway in order to UV map your meshes so it's not any more work. It also ensures that the image name actually matches the exported material name.
Edited on Jun 27, 2007 21:43 GMT

Joseph Greenawalt   (Jun 27, 2007 at 13:17 GMT)
Here's how the new system works, btw:

The materials list is populated by scanning all meshes in the normal detail levels for UV mapped textures and using the names of the actual image files that are mapped to faces. If there happens to be a Blender material with the same name as a UV mapped image, default material settings are pulled from the Blender material. The rest should be more or less self explanatory. I've made an effort to make sure that users cannot set conflicting flags that might cause an engine crash or other nastiness.
Edited on Jun 27, 2007 13:18 GMT

Benj   (Jul 06, 2007 at 03:24 GMT)
ah so..... it'll use the image i load in the uv mapper?
Edited on Jul 06, 2007 03:29 GMT

Joseph Greenawalt   (Jul 06, 2007 at 12:19 GMT)
Yep:

www.garagegames.com/mg/forums/result.thread.php?qt=63491

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