Tutorial
by Matt Troup · in Artist Corner · 10/12/2005 (4:03 pm) · 7 replies
A few hours ago I was frustrated and embarrassed to ask... now I simply don't care. I've searched the forum and only turned up hundreds of other people with the same question. I've found some dead links to tutorials, and nothing else. There's a guy on Dark Industries' forum who has been asking questions for months without reply. Feel bad for the guy.
Is there a step by step tutorial for DTS/DSQ exporting for trueSpace?
I've been a casual user of tS for a few years, but I can't make full sense of the docs. I can't remember using 3dsMax for more than 15 minutes, but I was able to export just fine without any problems from the help of a tutorial from TDN.
Let's give it a go. Add on and flush out any details and I'll update this post until a simple DTS tutorial is completed
To export a cube to DTS:
1) Create a Cube
2) Name it "Cube2"
3) Create another Cube that encompasses the first
4) Name the cube in step 3 "bounds"
5) Save those as a .x file
6) clear your scene and reload the .x file
7) When you reload your .x file your bounds will be renamed "boundsmesh", so revert it's name back to "bounds"
8) Lower the axes of the bounds object so that the axes are at its base
9) ?
Is there a step by step tutorial for DTS/DSQ exporting for trueSpace?
I've been a casual user of tS for a few years, but I can't make full sense of the docs. I can't remember using 3dsMax for more than 15 minutes, but I was able to export just fine without any problems from the help of a tutorial from TDN.
Let's give it a go. Add on and flush out any details and I'll update this post until a simple DTS tutorial is completed
To export a cube to DTS:
1) Create a Cube
2) Name it "Cube2"
3) Create another Cube that encompasses the first
4) Name the cube in step 3 "bounds"
5) Save those as a .x file
6) clear your scene and reload the .x file
7) When you reload your .x file your bounds will be renamed "boundsmesh", so revert it's name back to "bounds"
8) Lower the axes of the bounds object so that the axes are at its base
9) ?
About the author
#2
10/12/2005 (4:44 pm)
There's a lot of info in the docs - this is true. There are some faults, though. It appears to cater to gameSpace users, so there are some slight differences that aren't mentioned (there is no options/properties menu that pops up when you save to .x, so I have no idea if I have the correct options selected for the .x save). The best way to get something done is to make it simple - that also keeps people from getting frustrated. What I explained in 8 lines above is discussed over 10 pages in the docs. If I know I can do a simple export - THEN I'll be interested in some more complex issues such as transparency, etc.
#3
Rex
I know it's for GameSpace, but there shouldn't be that much difference between the two applications, a fellow developer is using tS and doesn't seem to find any issues.
10/12/2005 (8:19 pm)
Step by step........closest thing I've got, and seen weaving a path to exportation. Enjoy. The workers at Rhi are happy to have blazed a trail for others to follow...let me know if there is any misstep or any corrections needed; I haven't had one cross my desktop since I published my guides....:). No news is good news.Rex
I know it's for GameSpace, but there shouldn't be that much difference between the two applications, a fellow developer is using tS and doesn't seem to find any issues.
#4
The basics of what you need are
1) A block called "Bounds" which encompasses your model to export
2) A block called "_detail64" (you can change the number, this defines level of detail so "_detail128" is valid
4) if your model is only one block create a new block called "_null"
3) In the scene editor drag "_Detail" and your model together to glue them
4) IF YOU HAVE "_null" : In the scene editor open the new tree and drag "_null" onto your model to create a new group
5) Rename all your model blocks to contain the detail number at the end e.g "LeftArm" would become "LeftArm64"
6) Collapse all the tree's
7) You should now have a block called "bounds" at the top and a group. Rename the group "base01"
8) Export with DTS2
Your final structure will be
BLOCK: Bounds
GROUP: Base01
--> BLOCK: _Detail64 (Number defines LOD)
--> GROUP: *whatever you want for your model*
(Block or groups but this is a simple example)
--> BLOCK: LeftArm64 (Your model)
-->BLOCK: _null (If you have more than one block in your model name it as above and ignore "_null"
10/13/2005 (12:38 am)
Hmmm it is quite hard to explain without pics ill think about making a website with pics for what I understand.The basics of what you need are
1) A block called "Bounds" which encompasses your model to export
2) A block called "_detail64" (you can change the number, this defines level of detail so "_detail128" is valid
4) if your model is only one block create a new block called "_null"
3) In the scene editor drag "_Detail" and your model together to glue them
4) IF YOU HAVE "_null" : In the scene editor open the new tree and drag "_null" onto your model to create a new group
5) Rename all your model blocks to contain the detail number at the end e.g "LeftArm" would become "LeftArm64"
6) Collapse all the tree's
7) You should now have a block called "bounds" at the top and a group. Rename the group "base01"
8) Export with DTS2
Your final structure will be
BLOCK: Bounds
GROUP: Base01
--> BLOCK: _Detail64 (Number defines LOD)
--> GROUP: *whatever you want for your model*
(Block or groups but this is a simple example)
--> BLOCK: LeftArm64 (Your model)
-->BLOCK: _null (If you have more than one block in your model name it as above and ignore "_null"
#5
10/13/2005 (12:39 am)
Oh yes and look on this forum for the normalise scene TSX. You need to use that instead of exporting to .x file =)
#7
10/14/2005 (11:18 am)
Thanks, Rex, and everyone esle for helping me with this. Much appreciated.
Torque Owner Raxx
Sorry, I can't help ya. Looks like Dark Industries is a little irresponsible for not giving proper support for their product. ---I feel sorry for that Swain guy as well