Game Development Community

Static LOD problems in Max6 DTS Exporter?

by ChrisP · in Artist Corner · 11/23/2004 (12:54 pm) · 11 replies

Hi there,

I recently licensed Torque and have been following the Max DTS exporter tutorial from the 'Getting Started' section. I downloaded the torque filepack and have been using the SimpleShape example (more precisely the SimpleShape3.max file) to export the boulder type object and load it into the engine - this has worked for exporting the object without LOD from both Max4.2 and 6. There appear to be some irregularities with the static LODs though - inside the game, the boulder shape, when exported with Max6, doesn't appear to display any of the different static LODs in-game when the camera is moved (this can be hard to tell, so I also tested it by scaling up the lod64 version and translating backwards from the object). As far as I can see, the static LODs do not display at all with this version.

For the DTS file created from Max4.2, the three different LODs do appear to work, although the LOD switch seems to take place surprisingly near to the object. Nonetheless, the DTS files produced for the exact same .max file (SimpleShape3.max) produce different effects depending on the Max version - perhaps not all features are covered in the Max6 plugin, or the simpleshape3.max file is only suitable for max4.2?

Surprisingly, the dump files from both Max version exports are nearly identical, although the Max6 .dmp appears to have one or two additionl lines that just look like some extra debug information regarding normals. I have the dump files and .dts files for both max exports available if anyody wants to see them.

Cheers,

chris

#1
11/23/2004 (3:00 pm)
Get the unmess tool if you are exporting from max 6. Its located in the DTS docs downloads. You know the one with the blue guy.

In the docs or the download it explains how to unmess a model.

I am pretty sure that will solve your problem.

Matthew Jones
#2
11/23/2004 (11:11 pm)
Worked perfectly after using unmess - thanks Matthew!

On further note, I recommend that new people working through the SimpleShape tutorials in Chapter 8 use Matthews dts exporters for Max6 and 7 (links available elsewhere on these forums), as opposed to the ones currently bundled in the zipped torque filepack; the version currently supplied in the filepack for Max6 does not appear to support 2-sided materials (and possibly other things?) that are necessary for completing the tutorials - GG nearly hint at this earlier in the document.
#3
12/12/2004 (11:10 pm)
I have had a slew of problems trying to get sequences exported... I'm noow using max4 and i have a biped character and ive done a simple animation. I export a dsq (with default settings cause nothing else seemed to do anything). And I get no animations.... I've read doc after doc and there's nothing out the that explains how to do it step by step.

Have any of you sucessfully exported a custom dsq and seen it in the viewer?
#4
12/13/2004 (1:57 am)
Hi Matt,

I'm not sure about Max4, but I've have had no problems doing a custom sequence on a predefined biped character and exporting it in version 6. First of all, I recommend you try a simple animation on one of the characters available on the gamebeavers website and get that working first: http://www.gamebeavers.org/modules.php?set_albumName=album01&op=modload&name=gallery&file=index&include=view_album.php.
You should be able to use the .cs file for the player model included in the example with Torque as a base for your one: just append your extra animation text to the end of the file.

Also, after you add the sequence object in Max, and create the start and end keys, don't forget to set the Sequence Begin/End option to ON (1/true?) in the Sequence01->Object(SequenceII)->Sequence Begin/End part of the track editor, otherwise the exporter will output an empty .seq file.
Hope this helps,

Chris
#5
12/13/2004 (6:58 am)
@Matt

If you ever have a problem with a DTS or DSQ file (ie. in game or in show tool) you should check the dump.dmp file that was generated for that file and see what went on with the export. You can track down most problems that are occuring here or at the very least have a better idea of what to tell your peers when asking for support.

Generally animation problems such as you are describing come from not setting up the sequence helper properly. Christopher gave a pretty brief description of how you set it up. If you are still having problems then perhaps you should post your dump.dmp and MAX file online for someone to look at so that they can tell you what you did wrong.

In regards to have people done this... yes many of us have and for many years in fact.
#6
12/13/2004 (9:05 am)
Mabye even just posting a link to your scene so someone can look at it would be helpful. You can't cry gloom and doom if you haven't even givin a chance to help you. :)

Matt
#7
12/14/2004 (1:37 pm)
Well... I got everything working. And It was Max5, the "Max5 plugin" did not work. Or it works partly, auto gegration does not work. When it goes to link to my MultiRes DLL it would crash everytime. I went to Max4 and everything works. No problems... thanks for all the posts.

And it also appears that it works with Max6 but does anyone have experience with Max7 I belive some of our artists are using this.

*ignores the gloom and doom comment*
#8
12/14/2004 (4:44 pm)
This Max2dts.dle will work for MAX 5 with the max 5 multires.dle.

There are already plugins THAT WORK for both max6 and 7 on the Artist Page.

Matt
#9
12/15/2004 (1:59 am)
Just to make note that, at time of writing, the torque_max_filepack.zip in the Introduction to the Max2DTS Exporter contains older versions of the above plugins. It would be especially handy for those new to Torque if this file had the latest versions of the plugins, or better still, just a link to the DTS Tools section of the Torque for Artists page where the latest ones can be found.

It would also be handy if the powers-that-be could take advantage of Matthew's generosity by including his Max5 plugin on the Artists page, which is meant to act as a central repository for this sort of stuff, rather than having multiple versions floating around the place.

Just some suggestions ;-)

Chris
#10
12/15/2004 (3:26 am)
I posted it here because I don't know for sure that it works. I need someone to test it and let me know. The best I can tell looking at the the changes from MAX4 to MAX5 it should work. Basically the changes in it are the same as the MAX6 and 7 exporter its just compiled under the max5 SDK.
SO if somebody confirms that it works then I'll send it to them (GG). I'm sure they'll include it.

The standard fix for max5 is to use the MAX4_2dts exporter with the MAX4_Multires.dle. The problem being no one has the multires plugin.....

Matt
#11
03/10/2005 (8:16 am)
WOW! Thanks Matthew!

I had been having troubles exporting LOD information, even though I had followed the tutorials carefully.. but that exporter you gave (the 1.3M one) did it! Thanks!

I used the unmessdts utility, but the model looks.. messed up in the showtool, and in the main game, no LODs seem to be called (I only have 2, 100 and 20%)