Max2dts
by Tim Ryness · in Torque Game Engine · 07/06/2004 (10:16 pm) · 3 replies
I'm only writing us because I have run into a wall, I think I have read most all the documentation, on how to set up my character from max to get into the game. However it thinks it exports, but I know it's not a 3kb file, and the dump.dmp file seems incomplete. If anyone could help me that would be great. Seems as though I have read conflicting things in different resources/pdf, websites on what is needed. Do I have to do multi-res? I have zero desire to use this, have my own plans for this. Is the box trick(reset transform) required to even export? Do I need a start dummy? Do I need detail dummy? Do I have to have eye and cam in my scene to export? I'm just trying to figure out what exactly is needed, just to get something working, I have exported a simple sphere test object. It's just frustrating, I'm experienced in this field, I'm not complaining, it's a different system that I'm used to for sure, but sometimes this stuff is more complicated than it needs to be. But once I get rolling thats when I'll make up my ground, any help would be greatly appreciated.
Thanks
Tim Ryness
P.S.
Here is the dump of my dump.dmp file, I realized that I can just paste a trimmed up version, I don't have a place to link to, but here is the tail end of the dump.dmp file.
Begin reading config file "C:\docs\maxpack\player\player.cfg".
Always export node: "eye"
Always export node: "cam"
Always export node: "mount0"
Never export node: "Bip01"
Never export node: "Bip01 L Finger*"
Never export node: "Bip01 R Finger*"
Never export node: "Dummy*"
Never export node: "Bip01 L Toe*"
Never export node: "Bip01 R Toe*"
Never export node: "start01"
Never export node: "mountpoint"
Never export node: "DELETE*"
Never export node: "Light0"
Never export node: "Light1"
Error::AllowEmptySubtrees enabled.
Error::AllowCrossedDetails enabled.
Error::AllowUnusedMeshes enabled.
Error::AllowOldSequences disabled.
Error::RequireViconNode disabled.
Param::CollapseTransforms disabled.
Param::findMergeIndices disabled.
Param::computeScreenError disabled.
Params::T2AutoDetail = 0
End reading config file.
First pass: collect useful nodes...
**** there was a lot of stuff between here with weights and assignments nuked for length *****
Deleting skin object "Bip01 Footsteps" with no weight.
Deleting skin object "Bip01 Neck" with no weight.
Adding object named "terrorist".
Adding mesh of size 1 to object "terrorist".
Generating faces for skin "terrorist01".
Object offset transform:
scale: x=0.07532, y=0.07532, z=0.07532
stretch rotation: x=0.00000, y=0.00000, z=0.00436, w=0.99999
translation: x=0.01605, y=-0.65884, z=5.62094
actual rotation: x=-0.00000, y=0.00000, z=-0.99996, w=-0.00873
3434 faces, 10302 verts, 10302 tverts before cropping textures and joining verts
Third pass: Collapsing unneeded nodes...
Thanks
Tim Ryness
P.S.
Here is the dump of my dump.dmp file, I realized that I can just paste a trimmed up version, I don't have a place to link to, but here is the tail end of the dump.dmp file.
Begin reading config file "C:\docs\maxpack\player\player.cfg".
Always export node: "eye"
Always export node: "cam"
Always export node: "mount0"
Never export node: "Bip01"
Never export node: "Bip01 L Finger*"
Never export node: "Bip01 R Finger*"
Never export node: "Dummy*"
Never export node: "Bip01 L Toe*"
Never export node: "Bip01 R Toe*"
Never export node: "start01"
Never export node: "mountpoint"
Never export node: "DELETE*"
Never export node: "Light0"
Never export node: "Light1"
Error::AllowEmptySubtrees enabled.
Error::AllowCrossedDetails enabled.
Error::AllowUnusedMeshes enabled.
Error::AllowOldSequences disabled.
Error::RequireViconNode disabled.
Param::CollapseTransforms disabled.
Param::findMergeIndices disabled.
Param::computeScreenError disabled.
Params::T2AutoDetail = 0
End reading config file.
First pass: collect useful nodes...
**** there was a lot of stuff between here with weights and assignments nuked for length *****
Deleting skin object "Bip01 Footsteps" with no weight.
Deleting skin object "Bip01 Neck" with no weight.
Adding object named "terrorist".
Adding mesh of size 1 to object "terrorist".
Generating faces for skin "terrorist01".
Object offset transform:
scale: x=0.07532, y=0.07532, z=0.07532
stretch rotation: x=0.00000, y=0.00000, z=0.00436, w=0.99999
translation: x=0.01605, y=-0.65884, z=5.62094
actual rotation: x=-0.00000, y=0.00000, z=-0.99996, w=-0.00873
3434 faces, 10302 verts, 10302 tverts before cropping textures and joining verts
Third pass: Collapsing unneeded nodes...
About the author
#2
So with that said, what exactly is start used for? And base? I'm sure I could find out my reading more, but at the moment my eyes hurt from reading :). Now I just have to figure out how to export the sequence stuff, hopefully that goes more smoothly for me... than the character did.
Thanks again,
Tim
07/07/2004 (10:43 am)
Thanks, actually I knew I was on to something lastnight at 4am when I finally decided to go to sleep, I realized that the detail didn't match the name of the character, and I was getting some vertex not assigned or some error.. when I renamed it to terrorist02. But I'm not an artist, and I don't know max that well I'm just the programmer guy trying to get an art assest into the showtool. I used the physique to skin plugin, since the stuff I had used character studio, that plugin worked like a charm, at that point I was goood to go. So with that said, what exactly is start used for? And base? I'm sure I could find out my reading more, but at the moment my eyes hurt from reading :). Now I just have to figure out how to export the sequence stuff, hopefully that goes more smoothly for me... than the character did.
Thanks again,
Tim
#3
07/08/2004 (10:37 am)
Start and base are how the DTS exporter determines where to start exporting geometry when reading the file. their names are irrelevant, so long as there are two empty nodes (dummies), one linked to the other, and the geometry to be exported linked to the child node (start).
Associate Logan Foster
perPixel Studios
Do you need MultiRes? No. You can export your model fine using the alternate method of appending the detail number to the end of the node name. In your case it would be "terrorist128" or whatever your detail node number is.
Resetting Transforms? You do not need to do this to export but in your case you should since it appears that you have some scale transform data on your model and as such when you get the model loading in the game it will appear at an incorrect size.
Do you need a "start" dummy? No. In this case you can use the Bip01 node as your "base01" and then link everything off of it from there.
Do you need a detail dummy? YES. Without a detail dummy no geometry data will be exported (since geometry is associated with a detail number), the use and requirement of a detail node is mentioned numerous times in the DTS Exporter Documentation.
Do you need an 'eye' or 'cam' node to export? No. As you would have noticed when you read the DTS Exporter Docs, many of the sample shapes that you first create in the early parts of the documentation are nothing more than geometry with a detail node and the DTS hiearchy.
I hope that those questions help you out in regards to your problem. I am sorry that I cannot give a more specific answer, but the information that you have provided is a bit vague. If you continue having problems and cannot solve it yourself please let us know and we will work with you to try to solve them.
Logan