Game Development Community

My newbie questions

by Bernard Cheng · in Torque Game Engine · 07/19/2004 (3:19 pm) · 5 replies

Hi guys,

I just purchased the Torque Game Engine and am very new to the concept of creating my own game, so please bear with me.

My question is this: I have created some models in 3DSMAX, and have successfully exported them to the DTS format. Now how do I go about importing the DTS file into my TorqueDemo application so that I can see it in the game?

Any help would be greatly appreciated.
Thanks in advance,
Bernard

#1
07/19/2004 (3:47 pm)
@Bernard: The DTS file needs to live somewhere in your game directory structure (usually in shapes or a subdirectory of it). Once it's there it's ready to use.

1. Fire up the game and go into a mission
2. Press F11 to launch the Mission Editor
3. Press F4 to go into World Editor Creator mode
4. The window on the right and bottom should show Interiors, Shapes, Static Shapes, and Mission Objects. Expand the Static Shapes tree and find your object (it'll also be under Shapes if you have a datablock created for it and put it into a Category).
5. Click on the object in the tree and it will appear in the game.

Again, if you just have a shape and nothing else not much will happen. You need some TorqueScript to handle picking it up, adding it your inventory, etc.
#2
07/19/2004 (3:50 pm)
To simply place the shape in the world (i.e. not use it as your player shape, weapon, etc.) you can just put the .dts along with its texture files anywhere beneath the starter.fps/data/shapes directory.

Then launch the game, press F11, press F4 and browse the object tree (lower-right) under 'static shapes' and click on your item (will be the filename) while looking toward the ground. This will generate an instance of that shape. You may have to click-drag the axes to get it visible depending on where it dropped.

For weapon, player and other objects that aren't static you need to reference the .dts file in the appropriate datablock in script (like starter.fps/server/scripts/crossbow.cs).
#3
07/19/2004 (5:32 pm)
Thanks for the quick reply guys. Now I'm on my way, that is, until I run into another problem.
#4
07/20/2004 (5:31 pm)
Got another question.

During the exporting process, is there a way to know the proper scale of the object? I recall reading that in the manual, 1 standard unit (SU) in 3DSMAX is equal to 1m in Torque. I tried this, however, it didn't seem to be correct. An object with a height of 1 SU ended up towering over my character.

Any suggestions would be greatly appreciated.

Thanks,
Bernard
#5
07/20/2004 (6:15 pm)
Got another question.

During the exporting process, is there a way to know the proper scale of the object? I recall reading that in the manual, 1 standard unit (SU) in 3DSMAX is equal to 1m in Torque. I tried this, however, it didn't seem to be correct. An object with a height of 1 SU ended up towering over my character.

Any suggestions would be greatly appreciated.

Thanks,
Bernard