Exporting from Max to a DIF file?
by Neil Marshall · in Artist Corner · 11/07/2004 (3:37 pm) · 3 replies
I'm trying to figure out a way of exporting files from max so that they work in Torque as a building. I don't really care if I have to follow a certian procedure in max, but it needs to be max (Can't use hammer or quark... unless they can import any common 3d file format).
Does anyone know of a way that works well? I've come across the 3ds2map exporter but it's old, does it still work? Is anyone still using it?
Does anyone know of a way that works well? I've come across the 3ds2map exporter but it's old, does it still work? Is anyone still using it?
#2
Was this what you were talking about? www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5502
11/07/2004 (6:11 pm)
Are these 3 steps or 3 ways of going about it?Was this what you were talking about? www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5502
#3
11/08/2004 (6:35 am)
3 potential ways to do it.
Associate Logan Foster
perPixel Studios
1) Use Game Level Builder. You will need to use Quark or Hammer to setup lights and some texturing though as there is no unfortunate way to avoid these horrendous, proprietary, non artist friendly, productivity stealing pieces of crap such as Quark or Hammer.
2) Use the 3DS resource for Torque that Matt Fairfax has developed (do a search in the resources) and tweak it to suit your needs.
3) Expand the option that your engine has for the maximum number of collision shapes in Torque (default is 8) and use the kick ass Lighting Pack from John Kabus to have DTS files cast shadows. Only major drawback though is that large and/or complex collision shapes will eat up performance.
Logan