Vehicle exporting form GameSpace
by Andrew Locko · in Torque Game Engine · 12/20/2004 (10:52 am) · 1 replies
For those of you using the 2.0 DTS exporter in GameSpace, here are some things to keep in mind to make your vehicles work right in Torque:
1.You need a bounds ( outside of the heirarchy ),as well as "_collision-1", "_mount#", "_hub#", "_cam","_eye" nodes.
2."_hub0" should be driver side front, "_hub1" should be passenger side front, "_hub2" should be passenger side rear, "_hub3" should be driver side rear.
3.Bounds, collision, and nodes should have no scale factors on them. This is achieved by exporting them in .X format then re-importing them into your scene.
4. Whatever # is at the end of the detail node should also be at the end of mesh object names
5.Use .cfg file to comment out group nodes ( i.e. base01 and start01 and include any subgroups )
6.For tires, the axis for the bounds, collision, and mesh should be at the objects center and there should be no rotations applied to the tire mesh. You should also have a collision object for your tire mesh.
Any discussion on this is welcomed.
1.You need a bounds ( outside of the heirarchy ),as well as "_collision-1", "_mount#", "_hub#", "_cam","_eye" nodes.
2."_hub0" should be driver side front, "_hub1" should be passenger side front, "_hub2" should be passenger side rear, "_hub3" should be driver side rear.
3.Bounds, collision, and nodes should have no scale factors on them. This is achieved by exporting them in .X format then re-importing them into your scene.
4. Whatever # is at the end of the detail node should also be at the end of mesh object names
5.Use .cfg file to comment out group nodes ( i.e. base01 and start01 and include any subgroups )
6.For tires, the axis for the bounds, collision, and mesh should be at the objects center and there should be no rotations applied to the tire mesh. You should also have a collision object for your tire mesh.
Any discussion on this is welcomed.
About the author
Associate Joseph Euan