Introducing: DTS Tool Box pre-alpha
by Raxx · in Artist Corner · 01/15/2006 (7:41 pm) · 6 replies
I find it kind of funny to introduce a script the way someone else would introduce a powerful application, especially since there's not a whole lot to this script yet :P, and I'm sure others have created their own personal tools to handle some of this stuff.
However, I want to keep adding tools to it to make it a powerful, problem-free script for Max users. Therefore, having the support of anyone who'll use it, and suggestions from those who won't, would aid me in my quest.
On to the introductions:
DTS Tool Box is simply a collection of tools and "helpers" that will speed up the process of transferring art from 3dsMax to Torque. I hope to make the script "3-clicks to DTS"-able, more or less, by providing tools that automatically sets up the scene nodes properly depending on what type of DTS you need. As well, I hope to provide tools that'll help speed up Torque-related work before and after the node-setup process, such as customizing the render order of transparent and opaque meshes.
Screenshot:

Current features:
1. Sort editing: Automatically select editable meshes by their detail level in a dynamic listbox, and re-arrange the render order that they'll appear in torque.
2. New Bounds- Automatically create a bounds box that encompasses all the objects in your scene.
3. Static DTS- Automatically creates and performs these actions:
-Detail# marker for each editable mesh's detail level (for example, detail64 marker would be made for a mesh named box64)
-Bounds if it doesn't already exist
-base01 if it doesn't already exist
-start01 if it doesn't already exist
-Moves all markers and editable meshes to their proper hierarchy
4. A help system of sorts, that explains how to use the tools.
To-do list:
1. Fix bugs :P
2. Implement the sort editing of elements within actual editable meshes
3. Implement the DTS sort preview feature so that there's no need to constantly export to check the render order in Torque Showtool Pro.
4. Implement the Quick Setup Skinned DTS feature.
5. Implement quick setup of other types of DTS files.
6. Automatically create the biped skeleton, and perhaps adjust it to fit a character mesh...if I'm lucky, even implement low-level automatic skinning...hah :P
7. Implement automatic updates from the internet
8. An installer
9. Automatically reset the transforms of all selected objects in the scene.
10. Something someone suggests?
Download here: http://www.geocities.com/dtstoolbox/releases/
A note: This is not an open source venture, meaning I'm releasing the encrypted script file, rather than the ascii version. This is because the script is just a personal project that I work on in my free time, and the enjoyment factor would be reduced greatly if someone takes the script and makes it 2x better than what I could ever do :P
Another, BIGGER note: I haven't a clue if it'll work in 3dsmax versions earlier than 8...so I hope some of you will at least test it for the sake of telling me if it's compatible anywhere else. I fear that some of the functions I used might be 7+ exclusive, though my scripting is so clumsy, basic and non-program-like (writing 20 lines of primitive code to handle something that could probably be done using 2 lines of complex code...), there's a chance that not much effort will have to be made to make it 4+ compatible. So please give it a shot!
A much smaller note: Even if the script rains aliens down on your head, I am not to be held responsible for any damages caused by the script...so save right before you use the script, just in case.
However, I want to keep adding tools to it to make it a powerful, problem-free script for Max users. Therefore, having the support of anyone who'll use it, and suggestions from those who won't, would aid me in my quest.
On to the introductions:
DTS Tool Box is simply a collection of tools and "helpers" that will speed up the process of transferring art from 3dsMax to Torque. I hope to make the script "3-clicks to DTS"-able, more or less, by providing tools that automatically sets up the scene nodes properly depending on what type of DTS you need. As well, I hope to provide tools that'll help speed up Torque-related work before and after the node-setup process, such as customizing the render order of transparent and opaque meshes.
Screenshot:

Current features:
1. Sort editing: Automatically select editable meshes by their detail level in a dynamic listbox, and re-arrange the render order that they'll appear in torque.
2. New Bounds- Automatically create a bounds box that encompasses all the objects in your scene.
3. Static DTS- Automatically creates and performs these actions:
-Detail# marker for each editable mesh's detail level (for example, detail64 marker would be made for a mesh named box64)
-Bounds if it doesn't already exist
-base01 if it doesn't already exist
-start01 if it doesn't already exist
-Moves all markers and editable meshes to their proper hierarchy
4. A help system of sorts, that explains how to use the tools.
To-do list:
1. Fix bugs :P
2. Implement the sort editing of elements within actual editable meshes
3. Implement the DTS sort preview feature so that there's no need to constantly export to check the render order in Torque Showtool Pro.
4. Implement the Quick Setup Skinned DTS feature.
5. Implement quick setup of other types of DTS files.
6. Automatically create the biped skeleton, and perhaps adjust it to fit a character mesh...if I'm lucky, even implement low-level automatic skinning...hah :P
7. Implement automatic updates from the internet
8. An installer
9. Automatically reset the transforms of all selected objects in the scene.
10. Something someone suggests?
Download here: http://www.geocities.com/dtstoolbox/releases/
A note: This is not an open source venture, meaning I'm releasing the encrypted script file, rather than the ascii version. This is because the script is just a personal project that I work on in my free time, and the enjoyment factor would be reduced greatly if someone takes the script and makes it 2x better than what I could ever do :P
Another, BIGGER note: I haven't a clue if it'll work in 3dsmax versions earlier than 8...so I hope some of you will at least test it for the sake of telling me if it's compatible anywhere else. I fear that some of the functions I used might be 7+ exclusive, though my scripting is so clumsy, basic and non-program-like (writing 20 lines of primitive code to handle something that could probably be done using 2 lines of complex code...), there's a chance that not much effort will have to be made to make it 4+ compatible. So please give it a shot!
A much smaller note: Even if the script rains aliens down on your head, I am not to be held responsible for any damages caused by the script...so save right before you use the script, just in case.
About the author
#2
01/17/2006 (7:43 am)
Very cool!
#3
Skinned Dts Setup Next.. Skinned Dts Setup Next ..Skinned Dts setup Next! ...sorry .. to much sugar 2day :/
..a box reset transform built in would be cool too ..something to bring all those lil i use scripts together.. :D
01/17/2006 (8:38 am)
:O Skinned Dts Setup Next.. Skinned Dts Setup Next ..Skinned Dts setup Next! ...sorry .. to much sugar 2day :/
..a box reset transform built in would be cool too ..something to bring all those lil i use scripts together.. :D
#4
Barry, Skinned DTS Setup will probably be implemented within a week, along with at least 2 other features (no promises).
Thanks for reminding me of the reset transform, I'll add it to the list.
I don't know if you guys have tried the script out yet, but if you have, did it run smoothly?
01/17/2006 (8:44 am)
Thanks Tim!Barry, Skinned DTS Setup will probably be implemented within a week, along with at least 2 other features (no promises).
Thanks for reminding me of the reset transform, I'll add it to the list.
I don't know if you guys have tried the script out yet, but if you have, did it run smoothly?
#5
01/17/2006 (8:57 am)
Sorry, I haven't gotten around to try the script out yet. Will do soon enough though. Promise. =)
#6
didnt try the detail level switcher im afraid..
help seemed to work fine.. from what i tried of it :/ ...
need a tester ? ..barrygallagher@projectraven.com
01/17/2006 (2:29 pm)
Yup tried it.. static shape works smooth.. so does new bounds..!didnt try the detail level switcher im afraid..
help seemed to work fine.. from what i tried of it :/ ...
need a tester ? ..barrygallagher@projectraven.com
Torque Owner Raxx
1. Extract the .mse file from the zip file
2. Toss it into your 3dsmax_root_dir/Scripts(/Startup/ if you want) directory
3. If you didn't put it in your startup directory and restarted 3dsmax, you can run it by going to the top menu bar, Maxscript->Run Script... and select the script to run.
4. The tool box should appear in the utilities panel.
Another Note: I just discovered that the help system's kind of quirky, and I'm not sure if my temporary fix resolves the errors all the way or not.
If the script pops up an error, you have to close the script and re-run it in order to make it work again. Please take note of the error and report it!