New Dark Industries 3ds Max 7 & 8 Exporters
by Spencer Boomhower · in Artist Corner · 07/31/2006 (2:06 am) · 51 replies
There's a post about these new tools over at Tim's blog: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10894
Matt Summers made this snazzy-looking new tool, and he suggested we put feedback into this forum. So this is a place to post feedback, bugs and questions.
Here's what I've found:
First off, it's really slick, and I got a kick out of the few features I had a chance to play with. Specifically the rollout that can crank out collision meshes (and corresponding LOScol meshes) at the push of a button. However, on the subject of:
Collision Meshes: I have lately been making DTS files that have more than the old limit of 8 collision meshes, so the fact that the rollout only seemed equipped for 8 seemed limiting. That aside, I've only been able to export up to 20 collision meshes. According to David Michael, the coder I'm working with, there should be no limit on the number of meshes at DTS can use, but the exporters - the Dark Industries exporter, and the GarageGames Max 5 and 7 exporters as well - won't let me export more than 20. The nice thing about the DI exporter is that when I try to export too many COL objects it just gives an assert, whereas the GG tools crash Max.
Auto-Billboards; Another thing I've been interested in is billboards as a low detail level. I only recently learned that Torque can produce billboard textures automatically. I discovered this looking Bravetree's Tree Pack files, specifically FTree02_BB. There's a LOD marker named BB::detail2, and no corresponding object mesh. This marker auto-generates a billboard. However, I've only ever been able to get this to work when exporting from Max 5 using the GG exporters. Billboards, auto-generated or otherwise, don't work for me when exported from Max 7.
I see the DI exporter has an "Auto Billboard" setting, but I couldn't get it to work, at least when using the files from the tree pack. I tried both files that were already set up to auto generate a BB already, and files that weren't.
In both the GG and the DI Max 7 exporters, trying to export FTree02_BB - the file with an auto-billboard marker already set up - produces a "crossed detail levels" error, which says that the error can be turned off. With the old Max 7 exporter I can see where to turn it off, under Error Control > Allow Crossed Details. In the DI exporter, however, I don't see where to turn it off. Just as well perhaps. If I check Allow Crossed Details when exporting from FTree02, Max 7 crashes. Max 5 exports this file just fine with "Allow Crossed Details," though, and the auto-billboards show up in game.
EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.
Material Settings: The only other problem I can think of off-hand is that, in the DI exporter, I tried to change some material settings in a multi-sub object material. It showed the name of the multi-sub, but all the settings were grayed out. The names of the sub-materials didn't show up in the list, so I couldn't change them there.
All in all the Dark Industries exporter is a nice looking product, and just from my experience with the Collision Manager, I get the sense that it'll be a very powerful tool. It looks like it might take some unlearning of the old ways of doing things to make the most of it, but that's what it takes to make these kinds of leaps ahead.
Matt Summers made this snazzy-looking new tool, and he suggested we put feedback into this forum. So this is a place to post feedback, bugs and questions.
Here's what I've found:
First off, it's really slick, and I got a kick out of the few features I had a chance to play with. Specifically the rollout that can crank out collision meshes (and corresponding LOScol meshes) at the push of a button. However, on the subject of:
Collision Meshes: I have lately been making DTS files that have more than the old limit of 8 collision meshes, so the fact that the rollout only seemed equipped for 8 seemed limiting. That aside, I've only been able to export up to 20 collision meshes. According to David Michael, the coder I'm working with, there should be no limit on the number of meshes at DTS can use, but the exporters - the Dark Industries exporter, and the GarageGames Max 5 and 7 exporters as well - won't let me export more than 20. The nice thing about the DI exporter is that when I try to export too many COL objects it just gives an assert, whereas the GG tools crash Max.
Auto-Billboards; Another thing I've been interested in is billboards as a low detail level. I only recently learned that Torque can produce billboard textures automatically. I discovered this looking Bravetree's Tree Pack files, specifically FTree02_BB. There's a LOD marker named BB::detail2, and no corresponding object mesh. This marker auto-generates a billboard. However, I've only ever been able to get this to work when exporting from Max 5 using the GG exporters. Billboards, auto-generated or otherwise, don't work for me when exported from Max 7.
I see the DI exporter has an "Auto Billboard" setting, but I couldn't get it to work, at least when using the files from the tree pack. I tried both files that were already set up to auto generate a BB already, and files that weren't.
In both the GG and the DI Max 7 exporters, trying to export FTree02_BB - the file with an auto-billboard marker already set up - produces a "crossed detail levels" error, which says that the error can be turned off. With the old Max 7 exporter I can see where to turn it off, under Error Control > Allow Crossed Details. In the DI exporter, however, I don't see where to turn it off. Just as well perhaps. If I check Allow Crossed Details when exporting from FTree02, Max 7 crashes. Max 5 exports this file just fine with "Allow Crossed Details," though, and the auto-billboards show up in game.
EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.
Material Settings: The only other problem I can think of off-hand is that, in the DI exporter, I tried to change some material settings in a multi-sub object material. It showed the name of the multi-sub, but all the settings were grayed out. The names of the sub-materials didn't show up in the list, so I couldn't change them there.
All in all the Dark Industries exporter is a nice looking product, and just from my experience with the Collision Manager, I get the sense that it'll be a very powerful tool. It looks like it might take some unlearning of the old ways of doing things to make the most of it, but that's what it takes to make these kinds of leaps ahead.
#22
10/06/2006 (6:12 am)
I can't seem to figure this thing out, i just wanna export the AdamPack also does this exporters triggers work for footsteps?
#23
Currently, AdamPack won't export from the Dark Industries exporter. AFAIK these exporters are in a preview/beta state, so not everything is working perfectly yet, especially with scenes, like AdamPack's, that were built with GarageGames' previous set of exporters.
Currently, if you want to export AdamPack, you have to do so using those older exporters. You can find those exporters here, on the GarageGames Artist Page.
To use the older exporters you'll have to uninstall the Dark Industries exporter. On my machine, I see an Uninstall shortcut in: Start Menu > Max 7 DTS Exporter 1.3.
Then you'll have to get the exporters from the Artist Page and drop the correct max2dtsExporter.dle file in your Max plugins directory.
Eventually, you'll probably want to reinstall the Dark Industries exporter, especially once it starts handling older character scenes better (it's shaping up to be a great tool). When you do, you'll want to make sure you remove max2dtsExporter.dle from your plugins directory - it'll interfere with the DI exporters.
10/06/2006 (1:46 pm)
@Ando: Currently, AdamPack won't export from the Dark Industries exporter. AFAIK these exporters are in a preview/beta state, so not everything is working perfectly yet, especially with scenes, like AdamPack's, that were built with GarageGames' previous set of exporters.
Currently, if you want to export AdamPack, you have to do so using those older exporters. You can find those exporters here, on the GarageGames Artist Page.
To use the older exporters you'll have to uninstall the Dark Industries exporter. On my machine, I see an Uninstall shortcut in: Start Menu > Max 7 DTS Exporter 1.3.
Then you'll have to get the exporters from the Artist Page and drop the correct max2dtsExporter.dle file in your Max plugins directory.
Eventually, you'll probably want to reinstall the Dark Industries exporter, especially once it starts handling older character scenes better (it's shaping up to be a great tool). When you do, you'll want to make sure you remove max2dtsExporter.dle from your plugins directory - it'll interfere with the DI exporters.
#24
You say,
Does that mean there's something I can do to my current AdamPack scene to make it export from your DI exporters?
AdamPack's root node is Bip01, the root of the biped skeleton. That's based on the scene structure of the Torque Orc that comes with the Torque source code. If you want to test the Orc, you can find that file in this directory: torque\SDK\example\starter.fps\data\shapes\player. I tried exporting the Orc with the DI exporters, and had no luck.
10/06/2006 (1:55 pm)
@Matt: You say,
Quote:We are working on removing the naming requirement of the two base nodes "base01" and "start01". This will allow the exporter to be more compatible with old scenes.
Does that mean there's something I can do to my current AdamPack scene to make it export from your DI exporters?
AdamPack's root node is Bip01, the root of the biped skeleton. That's based on the scene structure of the Torque Orc that comes with the Torque source code. If you want to test the Orc, you can find that file in this directory: torque\SDK\example\starter.fps\data\shapes\player. I tried exporting the Orc with the DI exporters, and had no luck.
#25
Did you check the user properties of the bodymesh? Does it look like this?
MULTIRES::DETAILS = 1.0,0.90985,0.76458,0.64795,0.50621,0.29042,0.15048,0.05452
MULTIRES::SIZES = 145,80,60,30,18,12,6,3
The new exporter doesn't use this format for autodetail. Try clearing/deleteing the user properties from the model or add the correct format.
First get it to export with no detail... then setup muilti-rez like this example.
autoDetailSize0 = 145
autoDetailPercent0 = 1.0
autoDetailSize1 = 80
autoDetailPercent1 = 0.9
autoDetailSize2 = 60
autoDetailPercent2 = 0.7
autoDetailSize3 = 30
autoDetailPercent0 = 0.5
autoDetailSize4 = 12
autoDetailPercent1 = 0.29
autoDetailSize5 = 6
autoDetailPercent2 = 0.15
autoDetailSize6 = 3
autoDetailPercent2 = 0.05
numAutoDetails = 7
Ill test a few more times, if i get something consistant I'll upload a scene.
If you get it working please share you knowledge.
10/06/2006 (8:46 pm)
@Spencer:Did you check the user properties of the bodymesh? Does it look like this?
MULTIRES::DETAILS = 1.0,0.90985,0.76458,0.64795,0.50621,0.29042,0.15048,0.05452
MULTIRES::SIZES = 145,80,60,30,18,12,6,3
The new exporter doesn't use this format for autodetail. Try clearing/deleteing the user properties from the model or add the correct format.
First get it to export with no detail... then setup muilti-rez like this example.
autoDetailSize0 = 145
autoDetailPercent0 = 1.0
autoDetailSize1 = 80
autoDetailPercent1 = 0.9
autoDetailSize2 = 60
autoDetailPercent2 = 0.7
autoDetailSize3 = 30
autoDetailPercent0 = 0.5
autoDetailSize4 = 12
autoDetailPercent1 = 0.29
autoDetailSize5 = 6
autoDetailPercent2 = 0.15
autoDetailSize6 = 3
autoDetailPercent2 = 0.05
numAutoDetails = 7
Ill test a few more times, if i get something consistant I'll upload a scene.
If you get it working please share you knowledge.
#26
Thanks for the suggestion, but I'm not using multires for my LODs. I never like the results Multires produces, so instead I build several LODS individually.
10/09/2006 (6:25 pm)
@Freeze: Thanks for the suggestion, but I'm not using multires for my LODs. I never like the results Multires produces, so instead I build several LODS individually.
#27
I have character with several SKINNED MESH's. 5 to be exact. Skinned to biped.
The first pass (acccording to the dump) seems to collect all the parts. On the second pass the exporter reports "Unknown system Exception" on the script line exportFile dtsFileName.
I would guess that this error stems from the exporter itself.
Has anybody else succesfully done Multi skinned mesh's in a scene with this exporter.
IF anybody can cinfirm this works or doesn't and/or give me the trick I would appriciate it.
Matt
10/16/2006 (8:37 am)
I just found this thing. I have gotten several simple scenes through. I have one problem that I was to confirm as to whether its ME or the exporter.I have character with several SKINNED MESH's. 5 to be exact. Skinned to biped.
The first pass (acccording to the dump) seems to collect all the parts. On the second pass the exporter reports "Unknown system Exception" on the script line exportFile dtsFileName.
I would guess that this error stems from the exporter itself.
Has anybody else succesfully done Multi skinned mesh's in a scene with this exporter.
IF anybody can cinfirm this works or doesn't and/or give me the trick I would appriciate it.
Matt
#28
10/17/2006 (8:55 pm)
Kind of off topic but are there any plans for max 9?
#29
* Mesh exporters include, Maya, 3D Studio Max, LightWave, Blender, MilkShape and more.
Does anyone know if the Max exporter that is included is the same release candidate from Dark Industries that is available from www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10894 or if it is a new version that includes fixes and/or better documentation?
I'm using the beta release candidate 3 (from the above link) and trying to export the player.max model found in Torque\SDK\example\tutorial.base\data\shapes\player and having no luck (getting the same "unknown system exception" error mentioned above)
I was able to use this exporter to create a dts file from the Tridinaut: Soldier Pack, but thats the only model that works for me.
Thanks,
Jon
10/26/2006 (1:57 pm)
The feature list for TGE 1.5 includes the following line:* Mesh exporters include, Maya, 3D Studio Max, LightWave, Blender, MilkShape and more.
Does anyone know if the Max exporter that is included is the same release candidate from Dark Industries that is available from www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10894 or if it is a new version that includes fixes and/or better documentation?
I'm using the beta release candidate 3 (from the above link) and trying to export the player.max model found in Torque\SDK\example\tutorial.base\data\shapes\player and having no luck (getting the same "unknown system exception" error mentioned above)
I was able to use this exporter to create a dts file from the Tridinaut: Soldier Pack, but thats the only model that works for me.
Thanks,
Jon
#30
For anyone wanting the "old" exporter for max9; I'll create a new topic on this forum in a couple of minutes... =)
10/26/2006 (3:25 pm)
Pretty sure they're the same (but not 100% certain). The exporter that comes with TGE 1.5 is not compiled for max9 though but it does compile more or less flawlessly (yep, you got that right, the source code is included with 1.5).For anyone wanting the "old" exporter for max9; I'll create a new topic on this forum in a couple of minutes... =)
#31
Messed up gun:

Was exported using the new exporter.
OK gun:

Was exporterd using the old exporter.(Same mesh)
We would be happy to provide the max files if it will help fix it. Right now we have kinda do a un-install and re-install( The new exporter did fix some issues seemed to have fix some issues with the characters). I did a peek at the code, it looks pretty complicated for somebody unfamiliar with the code base.
11/07/2006 (5:17 am)
So far the new exporter has been working fairly well for everything we have thrown at it except weapons. We were trying to figure out why the new weapons we did had messed up shadows compared to the old weapons we did and tracked it down to the new exporter.Messed up gun:

Was exported using the new exporter.
OK gun:

Was exporterd using the old exporter.(Same mesh)
We would be happy to provide the max files if it will help fix it. Right now we have kinda do a un-install and re-install( The new exporter did fix some issues seemed to have fix some issues with the characters). I did a peek at the code, it looks pretty complicated for somebody unfamiliar with the code base.
#32
When I export my mesh it does so with no problems, or at least it seems like it until I check it out in Torque Show Tool. It says that my character has no nodes what so ever. No cam, ski's, eye, or mount0.
So here at this point I don't panic, I decide that a cfg is needed, I go ahead and make one.
When I export this time I get Error #16:Mesh "Night Pelvis" not hooked up to shape.
Why am I getting this, well I tell myself that it needs to be declared never to export, it just may work. So I open the .cfg file and add Night* to the Never Export.
I re export it and I get Error #16:Mesh "Night Neck" not hooked up to shape.
.... now I'm at a loss. I'm using Max 8, I really, really like this exporter, but this is really frustrating. If anyone could help me with this dilema please please respond, or email me at mh47efx@hotmail.com
11/27/2006 (7:42 am)
Hey I'm having trouble with the new Max2DTS exporter pro.When I export my mesh it does so with no problems, or at least it seems like it until I check it out in Torque Show Tool. It says that my character has no nodes what so ever. No cam, ski's, eye, or mount0.
So here at this point I don't panic, I decide that a cfg is needed, I go ahead and make one.
When I export this time I get Error #16:Mesh "Night Pelvis" not hooked up to shape.
Why am I getting this, well I tell myself that it needs to be declared never to export, it just may work. So I open the .cfg file and add Night* to the Never Export.
I re export it and I get Error #16:Mesh "Night Neck" not hooked up to shape.
.... now I'm at a loss. I'm using Max 8, I really, really like this exporter, but this is really frustrating. If anyone could help me with this dilema please please respond, or email me at mh47efx@hotmail.com
#33
Earlier you said,
Did anything come of this?
If you recall, I can't export any of my characters with your exporter. It works great for static meshes, and unlike the exporter available on the GG artist page, your exporter exports detail levels correctly.
So currently, if I want to export characters from Max 7 I have to uninstall your exporters and install the GG exporters, but if I want to export static meshes I have to uninstall GG's exporters and install yours. I'm doing a ton of work, both characters and static models, so I would much rather stick with just your exporters!
Is there a fix I can do to my character files? As I mentioned, my characters are based on the player.max file that comes with the Torque source code. I think it has Bip01 as the root node. And I think I tried adding a base01 and start01 to the file, but that didn't help.
Or is there a new version of your exporters on the way?
Thanks,
Spencer
11/28/2006 (11:08 pm)
@Matt Summers: Earlier you said,
Quote:We are working on removing the naming requirement of the two base nodes "base01" and "start01". This will allow the exporter to be more compatible with old scenes.
Did anything come of this?
If you recall, I can't export any of my characters with your exporter. It works great for static meshes, and unlike the exporter available on the GG artist page, your exporter exports detail levels correctly.
So currently, if I want to export characters from Max 7 I have to uninstall your exporters and install the GG exporters, but if I want to export static meshes I have to uninstall GG's exporters and install yours. I'm doing a ton of work, both characters and static models, so I would much rather stick with just your exporters!
Is there a fix I can do to my character files? As I mentioned, my characters are based on the player.max file that comes with the Torque source code. I think it has Bip01 as the root node. And I think I tried adding a base01 and start01 to the file, but that didn't help.
Or is there a new version of your exporters on the way?
Thanks,
Spencer
#34
11/29/2006 (12:06 am)
I use both exporters at the same time, WITHOUT uninstalling one or the other. Never had any trouble. I know this do not help with your problem, but might save you some hassle.
#35
Spencer; what problem with detail levels are you seeing in the old exporter? Seems to work just fine here.
11/29/2006 (12:10 am)
Caylo; You REALLY don't want to do that. Trust me. It simply won't work, not as you expect it to anyway. Max will use whichever exporter it feels like, not the one you probably want it to.Spencer; what problem with detail levels are you seeing in the old exporter? Seems to work just fine here.
#36
Magnus, the problem I'm having is that the detail levels seem to work, but I can't change the distances at which the LODs switch. If I change the trailing numbers (the ones that correspond to the screen size, in pixels, at which objects switch LODs), it has no effect.
It seems to me that it's stuck switching LODs at some default size.
For instance, I exported a player with the old exporter and it seemed to LOD as I wanted it to. But then I tried exporting a cinder block, a much smaller object. It was switching to the low detail LOD way too soon. I changed the trailing numbers to some wild extremes, but it always switched LODs at the same distance. This wasn't the case in the old Max 5 exporter, nor in Matt's exporter. Just in the Max 7 exporter.
You're able to change the LOD levels in Max 7, then?
11/29/2006 (12:25 am)
Caylo, yes, as Magnus says there are some problems with using both exporters installed at the same time. I think Matt pointed one out, but I can't remember what it was this moment. It might have been what was screwing up billboards for me.Magnus, the problem I'm having is that the detail levels seem to work, but I can't change the distances at which the LODs switch. If I change the trailing numbers (the ones that correspond to the screen size, in pixels, at which objects switch LODs), it has no effect.
It seems to me that it's stuck switching LODs at some default size.
For instance, I exported a player with the old exporter and it seemed to LOD as I wanted it to. But then I tried exporting a cinder block, a much smaller object. It was switching to the low detail LOD way too soon. I changed the trailing numbers to some wild extremes, but it always switched LODs at the same distance. This wasn't the case in the old Max 5 exporter, nor in Matt's exporter. Just in the Max 7 exporter.
You're able to change the LOD levels in Max 7, then?
#37
If you know of a way to create a problem, let me know Im very curios now to know why i have not had any troubles.
I did reprogram my LOD system to work by distance FROM the player, not HIGHT size of the mesh...
11/29/2006 (12:45 am)
Wow, i had no idea. Probably exported near 400 mesh by now and NEVER 1 time had any troubles. Animations IFL's BB's SORT:: all the tricks in the book, and never once had a bug. If you know of a way to create a problem, let me know Im very curios now to know why i have not had any troubles.
I did reprogram my LOD system to work by distance FROM the player, not HIGHT size of the mesh...
#38
I have been trying Torque and this Exporter for 5 days now. I find this exporter very good.
I am only using bones in my characters and it works just fine.
Though I find a problem with collision. I cant figure out how to make collision work. Collision only works
on "bounding box" not on the mesh. How would I go about this. Is there some kind of dummy I have to
call a specific name and then maby link the corresponding geometry to the dummy.
- Where can I find information about this?
Sequence manager: I have all my animation in one scene. say from frame 0 to 2000 - then i "sequence manager" I go and create several different layers ranging from say 100-200 for walk, 200-300 for hit etc.
- this info is then exported in one .sdq file. Where can I find out how to set up the code in Torque to make this animation work, when the relevant buttons on the keyboard are pressed? (Not much info on character build up in bones). (I have only one .sdq file containing all these layers).
what does the .cfg do? I have made everything work without this file. So what is it for? Where do I need it and how will I set it up correctly?
Please help.
Thanks a lot :)
11/29/2006 (1:06 am)
HII have been trying Torque and this Exporter for 5 days now. I find this exporter very good.
I am only using bones in my characters and it works just fine.
Though I find a problem with collision. I cant figure out how to make collision work. Collision only works
on "bounding box" not on the mesh. How would I go about this. Is there some kind of dummy I have to
call a specific name and then maby link the corresponding geometry to the dummy.
- Where can I find information about this?
Sequence manager: I have all my animation in one scene. say from frame 0 to 2000 - then i "sequence manager" I go and create several different layers ranging from say 100-200 for walk, 200-300 for hit etc.
- this info is then exported in one .sdq file. Where can I find out how to set up the code in Torque to make this animation work, when the relevant buttons on the keyboard are pressed? (Not much info on character build up in bones). (I have only one .sdq file containing all these layers).
what does the .cfg do? I have made everything work without this file. So what is it for? Where do I need it and how will I set it up correctly?
Please help.
Thanks a lot :)
#39
The NEW exporter i have a button right next to the quickrender button. The old exporter i have a button in the utilitys tab.
If i remove the old exporter the button in the utilitys tab will also go away. Logicaly there must be a difference between the 2 exporters as far as MAX see it. I think this is why i have not ever had any unexpected export outcomes with both exporters installed at the same time.
11/29/2006 (1:15 am)
I just looked into the TWO exporter thing. I dont see HOW max could not know what one it is useing. One of them is named max2dtsExporterPlus, the old one max2dtsExporter (no plus). The NEW exporter i have a button right next to the quickrender button. The old exporter i have a button in the utilitys tab.
If i remove the old exporter the button in the utilitys tab will also go away. Logicaly there must be a difference between the 2 exporters as far as MAX see it. I think this is why i have not ever had any unexpected export outcomes with both exporters installed at the same time.
#40
From what i know character mesh in Torque only use the bounding box. I expect this is an optimization as using a more complex shape to check collision could easy slow a fast paced game to a crawl.
11/29/2006 (1:21 am)
Nick K, From what i know character mesh in Torque only use the bounding box. I expect this is an optimization as using a more complex shape to check collision could easy slow a fast paced game to a crawl.
Torque Owner William Todd Scott
That is one of the biggest understatements I have seen in a post.
This new interface rocks. I had an artist with no Torque experience exporting basic dts objects in about 10 minutes.
This is great work and very well documented.
Thanks Matt.
Todd