Truespace (GameSpace) with Torque
by Gary Roberson · in General Discussion · 10/19/2004 (5:42 pm) · 5 replies
Hi guys,
I'm new to the Torque forums, haven't bought my copy yet, but I have plans to do so within a couple of months.
My question!
I have a copy of TrueSpace 5.0 that I use for my 3D modeling. Recently I've been writing code using the Blitz Basic compiler from [url]www.BlitzBasic.com[\url]. The problem that I'm having is that the truespace doesn't save all its information to the .x format according to the manual. Apparently it does to the .cob format and .3ds format, but Blitz Basic doesn't read .cob formats, and I'm having the same problem with the .3ds format as with the .x format.
The problem is that I lose all textures that I create with the TrueSpace program when I try to load it into the Blitz program. (I don't want to spend another $300.00 for Gamespace or Truespace 6.6 to solve my needs. Caligari claims that they have a B3d exporter that keeps all file data for their products.)
My question is this? Will I be suffering the same problem with the Torque engine? (Creating models with TrueSpace and then losing the textures when I import them into Torque scripts?)
Thanks for any replies!
I'm new to the Torque forums, haven't bought my copy yet, but I have plans to do so within a couple of months.
My question!
I have a copy of TrueSpace 5.0 that I use for my 3D modeling. Recently I've been writing code using the Blitz Basic compiler from [url]www.BlitzBasic.com[\url]. The problem that I'm having is that the truespace doesn't save all its information to the .x format according to the manual. Apparently it does to the .cob format and .3ds format, but Blitz Basic doesn't read .cob formats, and I'm having the same problem with the .3ds format as with the .x format.
The problem is that I lose all textures that I create with the TrueSpace program when I try to load it into the Blitz program. (I don't want to spend another $300.00 for Gamespace or Truespace 6.6 to solve my needs. Caligari claims that they have a B3d exporter that keeps all file data for their products.)
My question is this? Will I be suffering the same problem with the Torque engine? (Creating models with TrueSpace and then losing the textures when I import them into Torque scripts?)
Thanks for any replies!
About the author
#2
10/19/2004 (6:14 pm)
Also, I'm one of the developers of the DTS exporter for gameSpace & trueSpace so if you have any specific questions feel free to ask.
#3
10/19/2004 (6:37 pm)
If you don't want to buy Gamespace or the newer Truespace, then you could get Milkshape3d for 25$. Export .3ds from your copy of Truespace, and then export from Milkshape to Torque.
#4
Or any other format for that matter?
11/17/2004 (8:42 am)
Willbkool will the bones and animation export from TS into Milkshape using a .3ds format?Or any other format for that matter?
#5
I also can't speak of a .3ds format rig; unless in reference .SMD files. Those will import into ms3d, but it does a bit of weirdness to the seqence, since there is no reference frame within ms3d's timeline. The scene root seems to be the reference frame?? Good luck!
11/18/2004 (5:04 am)
I'm not certain for TrueSpace's exporter list, but for GameSpace[which is Ts6.5]; I know for a fact that the skeletal rig will import correctly into Milkshape, inside the native Ms3d format. The weighting of vertices will be a bit off, but the DOF's alignment should be maintained. The only bit I found strange at first, is that Milkshape3d needs to see each gS"bone" as unique. It doesn't seem to recognize the gS"hingejoint" as an object. If not uniquely named, each 'bone' will be without a Parent, and a child of the Scene Root. They'll all be at the same or nearly same location within the environment. By naming each 'bone', you should get a working rig.I also can't speak of a .3ds format rig; unless in reference .SMD files. Those will import into ms3d, but it does a bit of weirdness to the seqence, since there is no reference frame within ms3d's timeline. The scene root seems to be the reference frame?? Good luck!
Associate Matt Summers
Dark Industries