Game Development Community

Maya Exporting question

by Jeff Murray · in Technical Issues · 06/12/2006 (11:09 am) · 4 replies

Ello all!

We have a large level full of convex shapes ... whats the best way to deal with exporting this into a torque-ready file?

We have the exporter, but it seems like we have to build bounding boxes for absolutely everything in the world ... is that right? Is there any faster way to deal with the collision objects than this?

Thanks for any help you guys can give me :)

Jeff.

#1
06/12/2006 (12:42 pm)
Bust it up into parts setup the parts to export to DTS then reassemble in the level if you need collision
then you will need to make collision shapes around them for things like buildings use a level editor
like Q3R/quark BSP friendly exporters..Unless your like a coding god and wish to rite your own collision
your stuck with whats already here.
#2
06/12/2006 (12:53 pm)
A level? A whole level in Maya? A DTS file is supposed to contain a single object, not a whole bunch of them. You can only have one bounding box, and a couple collision meshes.

Just be warned, that dumping a DTS level into Torque is a bad, bad idea. A huge DTS will not get culled properly, and collision will be very slow, since DTS collision isn't optimized for actually walking inside one.
#3
06/12/2006 (2:41 pm)
I exported some large DTS objects, i didn't notice any slowdowns on collision. however, i noticed it took 4 minutes or more just to load the object into torque. I suggest breaking it down into lots of smaller ones. Use convex collision meshes for them.

you could just build the level in quark or something and export it as a DIF.
#4
06/12/2006 (6:06 pm)
That's great help, thanks! Of course, it's kind of sad that I will have to get my poor 3d artist to export everything seperately (since we're purely Maya-based) ... but hey, if that's the way it's got to be we'll just have to give it a go :)

Thanks again!