Game Development Community

Problems exporting simple dts

by Kayley · in Torque Game Engine · 01/11/2005 (10:59 am) · 7 replies

Following all the documentation instructions to export a simple dts object of my own, and not receiving any errors, my export didn't work!

This was the dump file:
----------------------------------------------------------------
Max file J:\Kayan2\drillpress\drillpress.max exported to j:\kayan2\drillpress\sequence\drill_anim.dts
Exported on Tue Jan 11 13:46:02 2005


Config file not found.
First pass: collect useful nodes...

Processing Node Layer:base with parent Scene Root
Mesh Node "Layer:base" with parent "Scene Root" added to entry list
Processing Node Layer:cap with parent Scene Root
Mesh Node "Layer:cap" with parent "Scene Root" added to entry list
Processing Node Layer:pole with parent Scene Root
Mesh Node "Layer:pole" with parent "Scene Root" added to entry list
Processing Node Layer:chuck with parent Scene Root
Mesh Node "Layer:chuck" with parent "Scene Root" added to entry list
Processing Node Layer:platform with parent Scene Root
Mesh Node "Layer:platform" with parent "Scene Root" added to entry list
Processing Node Layer:crank with parent Scene Root
Mesh Node "Layer:crank" with parent "Scene Root" added to entry list
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node bounds2 with parent start01
Bounding box found
Processing Node detail2 with parent base01
Processing Node SimpleAnimation with parent Scene Root
Sequence SimpleAnimation found.

Second pass: put shape structure together...

Adding detail named "detail2" of size 2 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on max-node "base01".
Adding node "start01" with parent "base01" to subtree rooted on max-node "base01".
Adding object named "Layer:base".
Adding mesh of size -1 to object "Layer:base".
Adding object named "Layer:cap".
Adding mesh of size -1 to object "Layer:cap".
Adding object named "Layer:pole".
Adding mesh of size -1 to object "Layer:pole".
Adding object named "Layer:chuck".
Adding mesh of size -1 to object "Layer:chuck".
Adding object named "Layer:platform".
Adding mesh of size -1 to object "Layer:platform".
Adding object named "Layer:crank".
Adding mesh of size -1 to object "Layer:crank".

Third pass: Collapsing unneeded nodes...

Removing node "base01"
Removing node "start01"

Add default object states...


Add default node states...


Adding 1 sequences...

Adding sequence 0 named "SimpleAnimation"
Enabled animation: T , Forced animation: , Default priority = 0.
Duration = 4.03333, secPerFrame = 0.06722, # frames = 60
Sequence includes 0 nodes, 0 objects, 0 decals, and 0 ifl materials
0 rotations, 0 translations, 0 scales


Optimizing meshes...

Shape Hierarchy:

Details:
detail2, Subtree 0, objectDetail 0, size 2

Subtrees:
Subtree 0

Sequences:
0: SimpleAnimation

Material list:
material #0: "olive".
material #1: "face".
material #2: "pole" not tiled. Used as a bump map.
material #3: "pole".
material #4: "silver".
material #5: "chuck".

Checking for duplicate nodes...

Checking for duplicate objects...
---------------


I'm a newbie so this means nothing to me....

Any guesses as to what is it that I'm doing wrong??

PS where can I access this show tool that the documentation talks about?

Thanks!

#1
01/11/2005 (11:19 am)
Well your only problem is your naming.. You objects need to have detail numbers corresponding to the detail markers. IE if you have a detail marker called "Detail02" and you do the your shapes name would be "shape02".

You'll notice in your dump file under "Shape Hierarchy:" none of your shapes are listed. If you rename your shapes with the trailing detail number then they will show up in that list.


This is used for LOD, If you have 3 detail markers named Detail128,64,32 And you had 3 shapes named Shape 128,64,32 the shape would change as they got further away. This allows you to make copies of the shape and tell it at which pixal level to switch shape..
That might be more that you need...:)

Hope that helps
Matt
#2
01/12/2005 (7:33 am)
Thanks Matthew.. I got a static dts working....

However now I need help with exporting the animation!!

I have written a script for it very similar to the flagpole examaple given in the official docs: http://www.garagegames.com/docs/torque/general/ch06.php

Sadly after I insert it into Torque, my shape is STILL static and plays NO animation!!!

Help!

Thanks!

EDIT:

ANSWER:

For any one else having the same problems as me - I've found a solution.

Your sequence helper must be named ambient for animation to work!

Cheers!
#3
01/13/2005 (6:19 am)
Another question....

Even though I have made my simple dts object facing in the forward Y-direction, then imported into Torque, it is lying on its back and is 90 degrees off in rotation......

Does anyone know why this is or how I can fix this in MAX.. or Torque (not sure which is the root of the problem)

Thanks!
#4
01/13/2005 (1:08 pm)
Sounds like you have a rotation transform on either your start01, base01 node, or quite possibly even the geometry (or a combination of all three). Generally this will happen if you created the nodes in anything but the top viewport.

The end result of this is that it can make the object appear as though its facing the right orientation in the 3D application but when its exported and the base01 node is culled the rotation can apply.

You can try to zero out the rotation by affecting the pivot points, though if that doesn't work you will have to create any DTS node that has a rotation offset to it.
#5
01/13/2005 (1:11 pm)
How do you "affect the pivot points" and "zero out the rotation"??

Thanks!
#6
01/13/2005 (1:32 pm)
Not sure if this helps but Max and Milkshape have a different axis structure. My models are exported with Milkshape and face the correct way in Torque so I would assume if you are using Max and exporting for torque you would just compensate for which direction it will export in max before you export. You could also correct the issue in script by defining which direction you want the object to face.
if you are looking at a node problem you can simply rotate the base01 node 90 degrees before you export.
#7
01/13/2005 (1:35 pm)
@Kayley

Umm you would use the "Affect Pivot" option in the Hierarchy Command Panel so that any transform (ie. position, rotation, scale) adjustment you apply only changes the pivot point? Very basic Max 101 stuff.