Game Development Community

Trying to export object from tutorial

by Tom Bentz · in Artist Corner · 02/17/2005 (1:13 pm) · 5 replies

I bought GS 1.6 last night and am going through the tutorials in the pdfs. I am trying to export the object from chapter 1.4 and GS crashes when I try to export. Please help, I hope I didn't make the wrong choice with GS. Thanks

#1
02/17/2005 (3:41 pm)
Chapter 1.4 of what tutorial?... This one should demonstrate the process. I recently added the RIG I constructed for the final export as a download! There really aren't any 'official' TGE/GameSpace tutorials from GG or Caligari. The VTM's demonstrate a QuakeIII and UnrealTournament exporting....I produced the linked 'guide' to help those setting up a player shape based on the PlayerData Class of object[the 'player']. I have also posted some screenshots of a successful weapon setup/export; complete with Clips of animation for it's State Machine. The hierarchy demonstrated is suitable for a Simple Shape, minus any sequence helpers; unless the shape is intended to be animated.


BTW: don't use the default Caligari produced exporter. Use Dark Industries' versionII. Works fine.

also: following the tutorials in the .pdf manual is okay[for gS specific commands and UI familiarization]; however, when it gets to the animation sections and using Puppeteer with the tutorial utilizing the woman.COB...no matter how closely you follow them, the results vary greatly from the descriptions...;). I would also ask any gS/DTS&DSQ questions here and not at the 'CartoonNetwork' of 3d forums.....provided by Caligari...;0. The level of professionalism here is much, much higher....
#2
02/17/2005 (6:53 pm)
Thanks for the info Rex. I should have been more explicit. I was going through the Gamestudio PDF manual/tutorials. Section 1.4: Creating a Mechanical Part Using Point Editing and Surface Subdivision which involves booleans, adding edges, subdivisions, etc. and when I try to export the finished object to dts, GS crashes. I remember seeing somewhere that booleans may cause problems so I am wondering if I need to say away from using them for dts modeling.

I am using the dts 2 exporter also...

EDIT: I just tried to export to .3ds, create a new scene, load the .3ds, then export to .dts and it worked. Any ideas as to why I cant go straight to dts?
#3
02/17/2005 (8:28 pm)
I couldn't say without examining the scene in question. I'm thinking perhaps it might have something to do with the subdivision?? I don't use that process to build shapes since I'm targeting my polycount, so I'm not certain. I've booleaned and not had a problem; I just make certain the mesh is enclosed and not containing any doublefaces,open edges, etc...I've not had any crashing beyond large animation file production, which, without a process window/update occuring, appears like a frozen machine... It is not uncommon for it to take close to 15 minutes to compile an animation sequence on this particular machine.

I wonder if there is a max face count in the exporter, or in gS binding to a rig? I had some trouble with the BraveTree Jill model I ported into GameSpace... After constructing my rig for it; the scene became corrupted and couldn't be opened. The Jill mesh was over 3000 Tris[I think], so I wonder if somehow/where gS was choking on something.

I think...booleans are a BAD thing for DIFF construction...BSP/CSG geometry; not necessarily DTS geometry, which allows us to cut our edges to any vertex we want, :).
#4
02/18/2005 (12:05 am)
Thanks Rex. I'll keep playing with it. I need to figure out the quirks. Good to know that booleans are not a problem.
#5
02/18/2005 (9:20 am)
Just a note...You can use booleans for DIF construction, you just have to keep it all legal. Since it's very easy to create bad geometry using booleans, seems to lead people thinking they are a bad thing. I use boolean functions all the time for dif creation and in tS, really saves a lot of time.