Gamespace DTS : sample needed
by Pat AfterMoon · in Torque Game Engine · 08/26/2004 (11:56 pm) · 17 replies
Since the release of the DTS exporter V2 from DarkIndustries, Gamespace is very cool for creating DTS shape.
But maybe some example could help a lot for exploit it.
Here is a sample car-box (the mesh is only a box) ready for exporting and usable for starter.racing or mounting : car-box.zip
I'm not really experimented with gamespace, and I would be happy to see some exemple with animations.
The philosophy used with the DTS plus pack for Milkshape could be great : the Mr-box is a working player with all nodes ready for export, his mesh is only some box attached to bones (head, torso, legs ... rapid to do and enought for the demonstration).
I would like to see a Mr-box for GameSpace (and maybe create it when I will better understand bones and anims), and a car-box with anims, a weapon box ...
Of course, if somebody have the complete animated Orc or Buggy under GameSpace I would like too ;-)
But maybe some example could help a lot for exploit it.
Here is a sample car-box (the mesh is only a box) ready for exporting and usable for starter.racing or mounting : car-box.zip
I'm not really experimented with gamespace, and I would be happy to see some exemple with animations.
The philosophy used with the DTS plus pack for Milkshape could be great : the Mr-box is a working player with all nodes ready for export, his mesh is only some box attached to bones (head, torso, legs ... rapid to do and enought for the demonstration).
I would like to see a Mr-box for GameSpace (and maybe create it when I will better understand bones and anims), and a car-box with anims, a weapon box ...
Of course, if somebody have the complete animated Orc or Buggy under GameSpace I would like too ;-)
#2
I'm also just about done converting many of the Bravetree content packs for use with the 2.0 version of the gameSpace exporter. This includes the Car pack, the warrSparrow, Trees Pack, Jet Bike, Barrel and Crate pack etc.
These will be great objects to learn from and modify. Last night I was flying around in the warSparrow that I exported from gameSpace to make sure it actually works. :)
I have a few other sample objects that I'm working on such as a gameSpace version of the buggy and a gameSpace rig that works with the default animations.
If anyone else feels like releasing sample files for the new GS exporter, please feel free. I'd love to release a ton of gameSpace sample files to show people great the new exporter works, I just dont really have the time. :)
08/30/2004 (9:32 am)
I've been running the new gameSpace exporter through its paces making sure there are no bugs. The exporter works extreemly well and I have yet to have trouble exporting a single object from gameSpace to DTS format. I'm also just about done converting many of the Bravetree content packs for use with the 2.0 version of the gameSpace exporter. This includes the Car pack, the warrSparrow, Trees Pack, Jet Bike, Barrel and Crate pack etc.
These will be great objects to learn from and modify. Last night I was flying around in the warSparrow that I exported from gameSpace to make sure it actually works. :)
I have a few other sample objects that I'm working on such as a gameSpace version of the buggy and a gameSpace rig that works with the default animations.
If anyone else feels like releasing sample files for the new GS exporter, please feel free. I'd love to release a ton of gameSpace sample files to show people great the new exporter works, I just dont really have the time. :)
#3
I have started this thread with the hope of conbining our various contributions. I would like to help and convert some models from the GG ressources (when I will be able to). Currently I have not enought knowledge about GameSpace joins and bones for doing all what I want.
I try to create a compatible turret for this resource initially provided with milkshape format.
08/30/2004 (12:03 pm)
Thanks for all this great work Matt, and I am impatient to see these examples. But how do you plan to distribute the BraveTree modified files ? I suppose that they must be distributed only to pack owners by bravetree themselves.I have started this thread with the hope of conbining our various contributions. I would like to help and convert some models from the GG ressources (when I will be able to). Currently I have not enought knowledge about GameSpace joins and bones for doing all what I want.
I try to create a compatible turret for this resource initially provided with milkshape format.
#4
08/30/2004 (12:22 pm)
I would assume, perhaps incorrectly, that they would be updated on the server, so that people who have purchased the BT content packs would have them available.
#5
- One default scene with the minimal items to get started and good use of layers for organization
- One example scene with many of the exporter's features
- A material library with the default exporter material and three other commonly used variants (self-illum, material transparency, env mapping enabled)
- A shape library with common objects (like base01 group, misc. markers, etc.)
The example scene has simple node animation, auto LOD, manual LOD, billboarding, and other miscellany. It can be used in the latest head as player.dts provided that the DSQ mapping in player.cs file is removed (just delete the sequence## lines.)
It has helped me as I learned the new workflow and nuances of the new exporter. I'd be happy to share it with anyone else who'd like it. Better yet, if someone would care to host it someplace, it'd save one-to-one distribution. :)
Luke
08/30/2004 (1:20 pm)
I have a small encapsulated trueSpace project folder that is strictly for Torque DTS creation. It contains the following:- One default scene with the minimal items to get started and good use of layers for organization
- One example scene with many of the exporter's features
- A material library with the default exporter material and three other commonly used variants (self-illum, material transparency, env mapping enabled)
- A shape library with common objects (like base01 group, misc. markers, etc.)
The example scene has simple node animation, auto LOD, manual LOD, billboarding, and other miscellany. It can be used in the latest head as player.dts provided that the DSQ mapping in player.cs file is removed (just delete the sequence## lines.)
It has helped me as I learned the new workflow and nuances of the new exporter. I'd be happy to share it with anyone else who'd like it. Better yet, if someone would care to host it someplace, it'd save one-to-one distribution. :)
Luke
#6
You can send it to me (patmail atat aftermoon.net) I will host it and post the url in this thread.
Don't forget to join a readme.txt with your name, email, website url or profile url ... for people who want to thanks you ;)
08/30/2004 (1:54 pm)
Cool, I would like to see that Luke.You can send it to me (patmail atat aftermoon.net) I will host it and post the url in this thread.
Don't forget to join a readme.txt with your name, email, website url or profile url ... for people who want to thanks you ;)
#7
Incidentally I also threw in my extremely hastily developed 'scaleNormalizer.tsx' which, aside from one known bug, eliminates the need for the conversion to and from the .X format. Anyone who wishes to use it feel free but please read the readme.txt file about the bug first (there is a workaround), so you don't hose your model.
08/30/2004 (2:56 pm)
Thanks for the offer, Pat. I've emailed you the archive.Incidentally I also threw in my extremely hastily developed 'scaleNormalizer.tsx' which, aside from one known bug, eliminates the need for the conversion to and from the .X format. Anyone who wishes to use it feel free but please read the readme.txt file about the bug first (there is a workaround), so you don't hose your model.
#8
08/30/2004 (3:02 pm)
Oooh, could ya email that one through to me too? *wink wink*
#9
The content pack files files will be available for purchase from Bravetree via GG as part of the existing content packs, I'm pretty sure current owners of the Bravetree content packs will have access to the new versions of the files for the packs they have purchased. Joe from Bravetree will be taking care of these details once they are ready for release.
Luke has done quite a bit of work with the exporter and has asked alot of questions on our forums. If you have any questions or run into any problems take a look there or email me and I can help you out too.
08/30/2004 (4:09 pm)
Pat,The content pack files files will be available for purchase from Bravetree via GG as part of the existing content packs, I'm pretty sure current owners of the Bravetree content packs will have access to the new versions of the files for the packs they have purchased. Joe from Bravetree will be taking care of these details once they are ready for release.
Luke has done quite a bit of work with the exporter and has asked alot of questions on our forums. If you have any questions or run into any problems take a look there or email me and I can help you out too.
#10
(edit : new version with release build of the tsx)
Nice work Luke ;-)
@Matt, thank you Matt, I have also read your forum, and initially I wasn't sure where to start this discussion : the DarkIndustrie forum, the GameSpace forum or here.
08/30/2004 (11:31 pm)
You can download the Luke package here : gameSpaceTorqueProject.zip (95 ko).(edit : new version with release build of the tsx)
Nice work Luke ;-)
@Matt, thank you Matt, I have also read your forum, and initially I wasn't sure where to start this discussion : the DarkIndustrie forum, the GameSpace forum or here.
#11
Luke> Superb work on the Torque Project for GameSpace!
Matt has already been very helpful and your project makes things even easier for a modelling newbie like me :)
When I get better with this stuff I hope to release some samples too.
-Greg.
08/31/2004 (12:43 am)
Pat> Thanks for your sample car.Luke> Superb work on the Torque Project for GameSpace!
Matt has already been very helpful and your project makes things even easier for a modelling newbie like me :)
When I get better with this stuff I hope to release some samples too.
-Greg.
#12
08/31/2004 (7:31 am)
Thanks, I'm very happy to see it is useful for others. It wasn't until packaging everything up for this distribution that I had made it a consolidated project folder, but doing that has cleaned up my own trueSpace work area, so I ended up helping myself out too. :)
#13
Windows xp pro sp 1
gamespace 1.5 SP 1.1
scaleNormalizer.tsx placed in c:\Apps\gameSpace15\Tsx
Click the '3D' plugin icon in the application, find the scaleNormalizer file and select it.
Then the following error is displayed:
MessageBox Title: gameSpace eXtension Load Error
Message: The specified module could not be found
Any thoughts as to what i am missing?
08/31/2004 (9:03 am)
Im having a problem getting the scaleNormalizer plugin to install with the following setup:Windows xp pro sp 1
gamespace 1.5 SP 1.1
scaleNormalizer.tsx placed in c:\Apps\gameSpace15\Tsx
Click the '3D' plugin icon in the application, find the scaleNormalizer file and select it.
Then the following error is displayed:
MessageBox Title: gameSpace eXtension Load Error
Message: The specified module could not be found
Any thoughts as to what i am missing?
#15
Luke
08/31/2004 (11:02 am)
Oops! I realized as soon as I saw the error that I packaged up the debug build. I've already sent Pat an updated .zip with the release version, asking him to swap it out. In the meantime, if you'd like me to email this version of the .tsx directly to you, let me know where to send it.Luke
#16
08/31/2004 (12:48 pm)
The link above has been corrected and now point to the new zip file with the release build of the scaleNormalizer TSX.
#17
04/12/2005 (8:53 am)
Just found this resource... thanks!
Associate Craig Fortune
As for boxman, car and the like I'll get round to doing these soon and release them if Matt doesn't already have it in the works.