Game Development Community

DTS format revisited.

by Craig Giannelli · in Torque Game Engine · 08/23/2001 (10:12 am) · 3 replies

It's that fun subject of the .dts file again.

What source file defines, formats and writes out the actual DTS file format in the max2dts tool, and where in the engine is the file read in?

Search I have for this mythical slice of code. So far I can see there's a whole bunch of point3f structures holding this data.

I'd actually like to see some for of specification sheet for this file. I've written a nifty trueSpace file reader but now I would like to know what to do with all this wonderful data I have read and parsed.

so far these files are the suspects:
ts/tsshape.*
ts/tsmesh.
core/stream.* // file IO i assume.
math/runinfear.* // kidding
core/tVector.h

So i'm assiming that there's functions all over the place for the DTS file format and tracing it out it like tracing spaghetti.

Guess a nifty file specification is in need. Doesn't need to be 82 pages like the caligari .cob spec, but it'd be nice :)

#1
08/23/2001 (11:05 am)
Jose Luis Cebrian is workign on some very nice dts spec docs =)
#2
08/13/2002 (9:33 pm)
any idea on progress here?
we are looking at developing and exporter from XSI to dts...........

or am i correct in understanding that dts may be superceded by something more akin to xml?
#3
08/14/2002 (5:47 am)
Your best bet might be the dtsSDK library (under /torque/lib). It's recently been separated from the MilkShape exporter.