Game Development Community

File Format descriptions?

by Patrick Scheller · in Torque Game Engine · 10/03/2001 (6:45 am) · 3 replies

Hi ya all

Just wanted to know where the state in describing the file formats of the engine is. Since I have not found any official links or hints about that. I know that some ppl. (not GG) have begun working on that, but I have no idea how far they are and if they will publish their work once done.

So any hints are appreciated :)


Greetz to all, pat le cat


PS: Has anyone began working on a Lightwave im-/exporter?

#1
10/03/2001 (8:48 am)
.DTS :

Torque (ex-V12) geometry and animation file format. The same file that contains the geometry and bones CAN contain the animation information as well.

.DSQ :

Most animations are done in seperate files, and this is the format.

.PNG :

This is the usual format for the skins. PNG = Portable Network Graphics format. It allows 24-bit color with built in alpha channel. Best format I have seen aside from .PSD

.CS :

Torque game scripts. These scripts tell the game what to do. They could in theory be erased and written from scratch. Sounds fun eh?

Hope these helped...if you have questions on a specific file extension you may want to post that. As far as I know no one is or has worked on a lightwave exporter, but I could be wrong. You could always use milkshape and import your .lwo into that.

Brian
#2
10/03/2001 (8:52 am)
Hi Brian

Ok I was too unspecific, I was talking about description about the .dts and .dsq files. And when I say description I mean down to the bone :) I would love to have them in a document I can send to a friend who would like to work on a Lightwave im-/exporter.

So, any hints where I can find such documentation?


Thanx, pat le cat
#3
10/03/2001 (10:15 am)
Probably the best form of documentation for these formats right now is to look through Jose's milkshape exporter code. I think he posted a link on one of the milkshape threads.