Modifying .dif & .dts
by Steven Tripepi · in Torque Game Engine · 02/23/2006 (1:24 pm) · 6 replies
Hello.
I am looking at buying Torque for our company.
My question is what graphic application do I need to read the .dif and .dts files for modification?
I see there are 'solutions' for exporting in these formats (but not importing).
I am looking at buying Torque for our company.
My question is what graphic application do I need to read the .dif and .dts files for modification?
I see there are 'solutions' for exporting in these formats (but not importing).
About the author
#2
DIF and DTS are natave formats for Torque, and you make them in any standard modling package. Take a look at this stuff, http://www.garagegames.com/developer/torque/tge/.
Search is your friend.
02/23/2006 (1:38 pm)
You cant read them directly, well there is show tool, but i dont think thats the Read your looking for.DIF and DTS are natave formats for Torque, and you make them in any standard modling package. Take a look at this stuff, http://www.garagegames.com/developer/torque/tge/.
Search is your friend.
#4
Not knowing, my concern was with the 3D to Torque conversion process. How accurate?
If I needed to tweak something, the thought was that it would be quicker and more predictable after it was converted to DIF or DTS.
02/24/2006 (12:44 pm)
Thanks.Not knowing, my concern was with the 3D to Torque conversion process. How accurate?
If I needed to tweak something, the thought was that it would be quicker and more predictable after it was converted to DIF or DTS.
#5
And, it's 100% accurate.
02/24/2006 (12:48 pm)
You configure and design the source, export to the format, and the engine reads that format.And, it's 100% accurate.
#6
Like everyone else says, you shoudl work with your source objects as much as possible. Anything else can be problematic. Only time I ever needed to import game assest back the other way was when I lost some files due to a HD crash, and had to import them back from the game. That was a royal pain, since you can only get static meshes back reliably.
Don't think there is a way to load DIF's back.
02/24/2006 (1:49 pm)
Ultimate Unwrap 3D loads DTS meshes ok, as for DIF, it can be tricky enough to export your dif's correctly, let alone import them. It all depends on which of the map editor and making tools you use. And how you build your level.Like everyone else says, you shoudl work with your source objects as much as possible. Anything else can be problematic. Only time I ever needed to import game assest back the other way was when I lost some files due to a HD crash, and had to import them back from the game. That was a royal pain, since you can only get static meshes back reliably.
Don't think there is a way to load DIF's back.
Associate Logan Foster
perPixel Studios
The general idea is that you already own the source art that generated these files and thus shouldn't need an importer. Plus having an "importer" would just cause problems as the data would never be returned exactly the same as the source files that generated (much like how code disassemblers could never return C++ or script back 100% exactly).