Game Development Community

Exporting DTS in MAX

by Michael B. 3D Outrage · in General Discussion · 06/19/2004 (6:01 pm) · 3 replies

OK I'm sure after I post this people are going to say, I found it right away etc.
Well in all my searching, looking for the simple shape exporting tutorial, no luck.
I need to look it over again, in all my trying, I have never been able to successfully export a model.
Every time the bounding box never works.
The character just walks right through it.
Any help there?
I always name the box "bounds" and it will export.
Maybe I have the Renumber Selection, and Collapse Shape (i think) wrong in the sequence.
Oh yes, I am using max 5.1

#1
06/19/2004 (7:41 pm)
The bounding box does not provide collision detection. It just defines the limits of your shape (actually this is sort of borked, but anyway).

Try this:
-Make a copy of the bounds box and rename it Col-1
-Make a copy of your detail marker and rename it Collision-1

Export. You should now have a collidable box, if I understand your problem correctly
#2
06/20/2004 (11:34 am)
@Joel, here is the URL to the DTS Exporter Documentation for 3DS Max. I highly recommend that you read it again and again and again until you understand it all from top to bottom and have no issues with the sample tutorials that it gives you to try out before you move on. If you have any questions please ask.

@Eric, the method that you have described will not work all of the time. Why? Well because a 'bounds' node can be unlinked from the DTS hiearchy, your method that you suggested will create an unlinked collision geometry that will be ignored upon export. You should either mention to link the Col-1 shape to start01 as a child. I just thought that I would FYI you in case you give this advice to anyone else in the future.

Logan
#3
06/20/2004 (5:25 pm)
Thanks for all the advice, when i get home i will try this out in the realm wars engine.