Game Development Community

XSI DTS Exporter Beta Download

by Matt Summers · in Artist Corner · 01/31/2007 (11:24 am) · 181 replies

We are still working on a few things in the core XSI DTS exporter but I wanted to at least get something out into the hands of current XSI owners so they can begin the process of exporting their content from XSI to Torque.

This is last beta version that was sent out to our small group of beta testers. Its relatively stable, and has almost full DTS feature support. Its still missing: material properties, dsq export and a few other miscellaneous things. Also no UI is included in this build as it is still a bit in flux.

Scene setup needs to be done manually, which involves creating a DTS shape using nulls, a bounds mesh, detail markers, and a mesh object with a detail number at the end of its name, etc, in an almost identical way to how the Max, GameSpace and Maya exporters work.

Basic Setup:

create two null objects named "start01" and "base01" parent them so that "start01" is the parent node and "base01" is the child node. Parent the root node of your mesh object to "base01" and then add a bounding box around your object and name it "bounds" the bounds mesh should be either at the scene root or parented to your mesh object as needed. You then need to add a detail marker to the scene named "detail(x)" where (x) = the pixel size value that this detail level should be displayed. The detail maker is just a named null object that is parented to the "start01" node. You will also need to make sure your mesh objects have a detail size at the end of their name. You can then go to file menu / export and choose export DTS.

Example scene setup:
Scene Root
|
+ -bounds (mesh)
|
+ -Start01 (null)
        |
       + -Base01 (null)
        |     |
        |    + -mesh2 (mesh)(detail size 2)
        |
       + -detail2 (null)(detail marker for size 2)

Note: make sure to freeze the transforms on your bounds and mesh objects before exporting. Because the exporter supports scale animation object scale is read by the exporter as a result if there are scale transforms on the exported shape when the object is loaded as a static shape it will appear at its un-scaled state and If it is loaded as an animated shape it would shrink down to its scaled size.

This build is compiled using the XSI 4.2 SDK, the next round of builds will also be compiled using the XSI 5.x-6 SDKs, the performance optimizations in the new SDK will equal faster export speeds than the 4.2 version. Something to note for complex shapes.

Download The Exporter

or

Download the updated exporter
#121
10/15/2008 (10:13 pm)
Thanks! it works now, I was using Scale to shape it. without scaling it works!

Also, Where in the heirachy do I place nodes if I want them to be (Mount) nodes in torque?
#122
10/16/2008 (2:49 am)
For mount points I think this document will help
http://www.luma.co.za/labs/tutorials/torque_pipeline/Luma%20Max%20to%20DTS%20Guide.pdf
they are basically parented under the start node

Hope this helps.
#123
10/16/2008 (3:57 am)
Mount nodes should go under 'Export' in your example. Same place with detail and collision nodes.
#124
11/24/2008 (5:48 am)
Hey Everyone,
Quick question... has development on this exporter ground to a halt or is it now out of Beta?!
Secondly... has anyone got it working and functional on Softimage V7, with DSQ support?!
Thanks a lot

~C
a 3d artists journal
#125
11/24/2008 (6:16 am)
From what I have need able to see over than last year or so. YES.. Unfortunately. The guys have busy jobs which is understandable. But they seem to insist on not getting out side help or releasing the source for what they have so that someone with a little more free time could finish it and let the community enjoy using it.
#126
11/24/2008 (6:25 am)
Hey James,
Thanks for the info :)
Do you have any knowledge about the DSQ or Sequence Exporting?!

~C
Game Dev Journal
#127
11/24/2008 (7:17 am)
I have no information that is not already in this thread
#128
11/24/2008 (9:12 am)
It works fine with XSI 7 including sequence support but not sure how far that goes. I haven't tested animation on characters with it, only weapons (with a few flaws). Setting up a Sequence its trickier than in max but it works. Create a new null object, create a new custom parameters set, create a custom parameter on that for each start/end frames and so on.. Wait, it might work for visibility animation too, I haven't thought of that one until now. Matt said though that the only unfinished bit is the UI and materials. I really wish he was either releasing the code or finish it.
#129
11/24/2008 (12:32 pm)
Preferably release the code.

It sux that everyone is held back by one persons inability to work within a community. I understand having a job and a busy schedule meeting deadlines and what not. But come on this has gone on for almost 2 years. Let everyone have access to it and guarantee there will be functional exporter with a couple weeks.

I remember when the Maya exporter was first being worked on this was the case luckily it was given to the community in fairly short order and in no time Danny had the Gui "DTSUtilty" up and running and released back to the community.

In my opinion there is no justifiable reason for keeping it to your self like this unless you are planning on trying to sell it to everyone. If that is the case you are just a jerk and should have made that intension clear from the beginning.

Plus there is another advantage to having the code out in the open the way it is for the other exporters is that not everyone works the same way and many times at least with the Maya exporter teams make customized versions of the exporter to fit their needs.
#130
11/25/2008 (5:48 am)
Eeergh, the joys!! I agree though, it should be released to the public coz following the trend from Dark Industries all their exporters have been free... Anyway!!!!

Looks like I am going to need to find a way to export or share animations to Max so we can export our models from there... any suggestions?!

~C
Game Dev Journal
#131
11/25/2008 (6:02 am)
Skinned mesh export:
http://www.garagegames.com/blogs/27414/13985

Sequences are also easy to set up in XSI but I am not sure exactly how, though I managed a few times to do so. I am no animator (nor wannabe).

Other than these, double sided material is not supported (or not documented); Transparency works if exported for TGEA 1.7.1

Its a very robust exporter and Matt should release it, either way, commercial or free. Especially when thinking that only a few changes are needed. It proved to work across quite a few XSI releases thus far : )
#132
11/25/2008 (7:14 am)
Hey All,
Okay I got the sequence export working and understand its setup now in XSI. It doesn't export .dsq files though, so that's a prob...

Anyone know if it does tri-stripping?! Correctly?!

~C
Game Dev Journal
#133
11/25/2008 (7:45 am)
I think you can export animations directly in dts. DSQ can be shared between models, I believe that's the reason they are separate. Maybe to also keep the dts file size lower or something.
#134
11/26/2008 (3:51 am)
I now have C++ compiler I purchased.
I will be embarking on a plugin once I get down through the code and can understand how the mesh is organized then placed into a DTS file format. I want to see if I can code in all the animation, texture, model and anything else that the engine will support.
Huge undertaking and may take longer than I even expect. However I will work as much as I can to get it done. I will post any beta testing versions for feedback when they are ready.

Again bear with me as I need time. I do not have the head start Matt does and I have never recieved any emails from Matt or anyone in relation of this. (I guess people do not take me seriously.)
Anyway, Stay tuned!
#135
11/26/2008 (4:00 am)
Hey Stephen,
Sounds awesome! If you need any arty tech support stuff I am quiet willing to help you out! :D

A small suggestion for you, before you set out on your adventure. It may be wise to use the same system and naming structure that Matt used, as many people may already have XSI files setup using that structure.
A system that respects the old structure would be awesome!

Hope it goes well!!

~C
Game Dev Journal
#136
11/26/2008 (1:01 pm)
Quote:I now have C++ compiler I purchased.
I will be embarking on a plugin once I get down through the code and can understand how the mesh is organized then placed into a DTS file format. I want to see if I can code in all the animation, texture, model and anything else that the engine will support.
Huge undertaking and may take longer than I even expect. However I will work as much as I can to get it done. I will post any beta testing versions for feedback when they are ready.

Am I understanding this right? Does this mean that there are now 2 separate parties working on 2 separate exporters for XSI?

what is this limiting factor here what is it going to take to make this a community effort? is it the lack of a website or internet based SVN or CVS server? What gives? What is it going to take for people to start working on this in an open fashion so that all can benefit and contribute to making it and keeping it up to date.
#137
12/01/2008 (3:53 am)
To: James Brad Barnette

As I have said before. I have made attempts to contact Matt in regards to this effort.
My plan is to create a plugin so at least I can get my investments worth out of it. I am not tring to compete but rather get a fully working plugin. I do not have the same background and it will take me a little bit longer to produce. I also have no assistance from anyone. So Sorry its frustrating for you not to see others willing to work as a team on this. Matt has his own work with the company he is with. They use 3dsmax mainly and the focus of XSI does not seem to be on them so he is left to his own in that regard. I wish him well in his endevors.
As for what I am doing is to create a tool that everyone can use.

Byder thanks for the offer. I will post anything I have here when I have it.
perhaps if I can get the time I will also try to post updated information on my .plan
#138
12/01/2008 (4:03 am)
Hey Stephen,
Sounds good to me...
Chat soon!

~C
Game Dev Journal
#139
12/01/2008 (9:56 am)
@ stephen:

I can host a site or a web based SVN if needed so that this can be made into a team effort. I think that this could be beneficial since you say that you don't really have the back ground it would make it easier for people to contribute.
#140
12/13/2008 (1:01 pm)
Ok guys does someone know of a way to start a bounty system I'm willing to put in $100 to get things started. I say we come up with a design doc and then the persons that delivers a exporter that delivers on those specs with sources included wins and gets the cash.

It is either that or I'm just gonna go find a contract programmer and have it done and sell it you guys. But I figured I would try this approach to get some community involvement first.