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More dts plus issues

by Tony Swafford · in Artist Corner · 04/26/2006 (7:06 pm) · 11 replies

Current version is adding odd nodes that dont exist in skeleton upon export--this should not be happening

#1
04/26/2006 (10:43 pm)
What are they named?

Did you check the create bounds radio box? If you did, I believe it may create one named Root. And I 'think', without using a .CFG file, the hierarchy may include either the base01/start01 combo, or _mainTree/ _meshes flavour...not sure which. I always use a script to 'organize' my Node structures.
#2
04/27/2006 (6:01 am)
It created nodes names eyes0, feathers0 ( named after some of the mesh groups basically ).

The root node added for bounding box I understand though, when I use the .CFG file made the same nodes like eyes0 and feathers0 plus the _maintree and _meshes nodes. In my situation I found that I was better off not using the .CFG file. Though my exported model still works non-buggy, I just think it was alittle wierd to add nodes named after the mesh groups. Plus the vertexes somehow become unwelded when I export any model. when I view it in the game the models look like they have been stitched together ( I think thats the right word for it )

Dont get me wrong though the milkshape DtsPlus! is a great plugin it allows me to make some entirely new content to Minions of Mirth
#3
04/27/2006 (6:32 am)
Would you like me to take a look at it see what I could get it to do?, if you're able to let someone see it?
#4
04/27/2006 (7:08 am)
No, I managed to get the models to work right, I just wanted to post some issues with dtsplus! Thanks anyway though
#5
04/28/2006 (5:43 am)
Hey Tony,

The ms2dtsPlus exporter shouldn't be creating any extra nodes (besides the root and dummy __maintree and __meshes ones). Are you seeing a node created for all of the meshes?

The unwelded vertices following export seems to be a milkshape issue - I'm not actually sure what's going on there, as the export process does not change the model geometry at all. Weird.
#6
04/28/2006 (11:48 am)
Yes, the extra nodes are named after every mesh group. As for the vertices, maybe I should ask mete about that.
#7
04/28/2006 (12:01 pm)
Actually, I'm now looking at something I did and may have a direction to head in...

I have a many segmented shape player, as mr.box is; grouped as a single mesh. I was getting some of my body segments unwelding after a .dts export. What I remember about this shape's UV mapping was that I was trying various mapping schema on the entire body on various segments. If I remember correctly; I applied box mapping to these segments and the rest were either cylindrical or planar. In fact I believe I did either upperarms,lowerarms,hands,& fingers on the left side as cyclindrical mapping and planar on the right[cylindrical left me moving some verts, planar didn't], and both of these areas remained welded after the export. I went back and took each unwelded section that was box/cubic mapped and remapped it in ms3d[since they were afterall, simple primitives]. After the export, no unwelding...go figure. Some bits to go on, good luck with the unwelding.

I'm wondering if in the Tri stripping, for box mapping, it does a bit of unwelding, during export??? Because the UM mapping doesn't have the vertices welded, eventhough they are continous within the mesh??
#8
04/29/2006 (5:04 am)
@Tony - could you post the last part of the dump.dmp file that is produced. Just the shape hierarchy.
#9
04/29/2006 (5:54 am)
Ok, here the Shape Hierarchy:


Shape Hierarchy:

Details:
detail0, Subtree 0, objectDetail 0, size 0

Subtrees:
Subtree 0
Feathers0 --> Object Feathers with following details: 0
Eyes0 --> Object Eyes with following details: 0
Pelvis
TailJointA
TailJointB
TailJointC
TailJointD
TailJointE
TailJointF
TailJointG
TailJointH
TailJointI
TailJointJ
TailJointK
TailJointL
BackBoneA
BackBoneB
BackBoneC
NeckBoneA
NeckBoneB
NeckBoneC
NeckBoneD
NeckBoneE
NeckBoneF
NeckBoneG
HeadBone
JawBone
eye
Rarm JointA
Rarm JointB
RightWrist
F1 JointA
F1 JointB
F2 JointA
F2 JointB
F3 JointA
F3 JointB
Thumb1 JA
Thumb1 JB
Ski0
Larm JointA
Larm JointB
LeftWrist
F4 JointA
F4 JointB
F5 JointA
F5 JointB
F6 JointA
F6 JointB
Thumb2 JA
Thumb2 JB
Ski1
Rwing JointA
Rwing JointB
Rwing JointC
Rwing JointD
Rwing JointE
Rwing JointF
Rwing JointG
Rwing JointH
Rwing JointI
Rwing JointJ
Rwing JointK
Rwing JointL
Lwing JointA
Lwing JointB
Lwing JointC
Lwing JointD
Lwing JointE
Lwing JointF
Lwing JointG
Lwing JointH
Lwing JointI
Lwing JointJ
Lwing JointK
Lwing JointL
Mount1
RightThigh
RightLeg
RightShin
RightFoot
RightToe1 JA
RightToe1 JB
RightToe2 JA
RightToe2 JB
RightToe3 JA
RightToe3 JB
RightThumb JA
RightThumb JB
LeftThigh
LeftLeg
LeftShin
LeftFoot
LeftToe1 JA
LeftToe1 JB
LeftToe2 JA
LeftToe2 JB
LeftToe3 JA
LeftToe3 JB
LeftThumb JA
LeftThumb JB
Unlink
Cam
Root
#10
05/02/2006 (9:21 am)
This may seem overly-picky, but my "create bounds" is a button, not a radio. Am I missing an updeat or soemthing, becuase I'm havign a helluva time with ms2dtsPlus lately and I can't figure out why.
#11
05/06/2006 (3:58 pm)
'Create Bounds' should (and always has been) be a button - when you click it, it creates a cuboid mesh 1 milkshape unit larger than the maximum extents of your model, and names it Bounds. It also creates a node (bone) called Root and links the vertices of the Bounds mesh to it.

The exporter needs these two objects (Bounds mesh and Root node) to export your shape. However, if they are not in your scene when you do an export, it will add them temporarily, then remove them after export. Hitting 'Create Bounds', or creating them yourself, means the exporter doesn't have to create them, and also means it won't remove them after the export is done.