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
#141
12/13/2008 (2:17 pm)
What about a community manifesto directed to Matt? I am also willing to put some cash in the hat if Matt releases the thing so anybody else can finish it, because it is so little left to do. I am using it on a day to day basis and it's a very robust exporter, too bad it ain't seeing the v.1 release..
#142
12/13/2008 (4:33 pm)
Don't care who it comes from but it has to be feature complete. As long as it is feature complete and comes with the source. I'm totally down for this. But I want to say this is open to anyone. Not just to matt we have waited far to long on him to follow thru on what he says. If this doesn't work and I have to I will contract someone to build it and charge for it. It is in everyone heres interest to make it happen this way.
#143
12/16/2008 (6:54 am)
I am for the idea of that James, however it would have to be with GG and thier CVS system.
This way it is universal. Otherwise there may be a bit of chaos there. XSI uses Alienbrain and GG uses CVS. So some good forethought and planning is needed.

I have already invested a bunch of cash out of pocket for this effort.
XSI, VS2008 are just two things I have forked money into.

Anyway I am still plugging away.
I will update when I have something to show.
Running through the code takes time and understanding what is going on is needed before I start writing.
I am in the process of setting up. Once I understand how the data is organized then I will start writing some skeleton code. then I will flesh it out more. All of this takes time. I have only started on this a few weeks ago.
#144
12/16/2008 (9:43 am)
Hi all, just wanted to offer any help I can with this project. I am not a programmer; I am a modeler/rigger/3d generalist, but I have experience with scripting for torque and XSI, and I have had a class in C++ and can compile things.

I really want to see a full fledged exporter for XSI! Let me know if I can help.
#145
12/16/2008 (11:55 am)
I am for the idea of that James, however it would have to be with GG and thier CVS system.
This way it is universal. Otherwise there may be a bit of chaos there. XSI uses Alienbrain and GG uses CVS. So some good forethought and planning is needed.

I have already invested a bunch of cash out of pocket for this effort.
XSI, VS2008 are just two things I have forked money into.

Anyway I am still plugging away.
I will update when I have something to show.
Running through the code takes time and understanding what is going on is needed before I start writing.
I am in the process of setting up. Once I understand how the data is organized then I will start writing some skeleton code. then I will flesh it out more. All of this takes time. I have only started on this a few weeks ago.
#146
12/16/2008 (12:15 pm)
Using GGs CVS is not going to happen. But I can set us up a SVN server that we can all access. SVN is newer and replaces CVS.

not to mention that tortise SVN is a whole hell of a lot easier to use than the old winCVS
#147
12/29/2008 (11:13 pm)
Ok I will let you handle the database.
I will require some instructions on how that system works.
Need to control the revisions etc...

I have been reading and studding the engine though, so I am beginning to understand how the game sets up objects and renders them.
Still a bit away from the very first alpha....
Sorry for those who have been waiting for this plug-in but there is a reward for patience.

During the holiday I have not been working on the tool.
I will be continuing my efforts once I am finished with my vacation. ;)
#148
12/30/2008 (6:34 am)
Ok I sent you the login info but I will resend it as well as try to put together video tutorial on how to upload via tortise and manage branches.

I'm also working on a wiki that will have basic documentation on how it should function. Mainly based on the houdini Exporter as it is the most feature complete.
#149
01/03/2009 (2:11 am)
This is so amazing ! All the years of selling the engine and there's still no reliable export tools. Bravo ! God, i wish Ogre was a full engine instead of just graphic one, at least it has perfect bones export from XSI without all these extra shadow rig shenanigans...
#150
01/03/2009 (2:20 am)
You have got to be kidding me; Torque has quite an array of fully working exporters; The fact that the xsi exporter is in a looong beta and does not have the animation thingie fixed up does not imply (what others may think reading yer post) that torque exporters are all shenanigans infected. Cmon, use Ogre all the way and be happy with it without flaming around the forums with silly complaints. The new Stronghold demo I am working on was made entirely using XSI exporter you can download from here. Is that proof enough for you?

edit; i see you spent exactly a month around Torque so it's easy to understand; Have some patience and check the new documentation and you might change your position regarding Torque. Comparing a rendering engine without editors with a game engine with all-round editors is also a bit silly.
#151
01/03/2009 (2:30 am)
Yes, your demo...looks impressive...but i cant help but notice its all shots of static objects. What, having problem with exporting complex animations ? Exporting static shapes is a minor thing, but animation is certainly not a "thingie".
#152
01/03/2009 (2:36 am)
Read my previous post; Animation is not fully supported in this BETA exporter. Max, Maya, Blender, Lightwave, Milkshape, Houdini. All these have everything you need to send animated objects to the engine.

And before you jump again, animation is actually there in this beta exporter only it lacks the interface to set it up, as well as some material types support.

I wouldn't complain this much if I were merely lurking the forums. If you were a SDK owner of some sort I would've easily understand the frustration.
#153
01/03/2009 (2:46 am)
See here, if i was someone who knew my way around SDK and coding in general - i wouldnt be frustrated, i'd be writing something on my own. But the point of all the Torque editors is exactly that, to be accessible to non-programmers, isnt it ? And what else is there for a starting indie developer other than XSI ? You're suggesting i spend thousands of dollars on Maya just because it has a working exporter ?

It seems to me, Torque team doesnt really know who they wish to sell their engine to. Pros have money and ability to access better engines. Newbies like me need good documentation and compatibility with budget tools.

" If you were a SDK owner of some sort I would've easily understand the frustration"

I dont buy things blindly. And the more i learn about Torque...
#154
01/03/2009 (2:51 am)
You need to keep this in mind: the xsi exported is not supported or backed officially (or unofficially) by Garage Games. In perspective, complaining about a third party plugin as if it was a Torque missing feature is out of range.

The new Documentation system is absolutely helping other guys so I can't see why you won't try it out before bashing it.

edit; move this post somewhere else in the forums as people reading it expect some news from matt or feedback on the beta version posted in the first place.
#155
01/03/2009 (7:24 am)
I second Apparatus. This thread is about the development of the exporter. Please move this discussion to another thread.
#156
01/03/2009 (10:07 am)
Well good luck hearing from matt I would not hold my breath on that. The fact of the MAtter is that Ogre 3D being a mainly a graphics engine has focused most of the dev time on the the graphics side of things. To understandably that side of things is a little further along. But there rest of it is worthless. It is going to take you much longer to produce a demo of something in ogre 3D than it would in TGEA.

and Trust me I have been round and round with Derek and GG about why they don't write and XSI exporter. the fact of the matter is that for the most part Side FX wrote the Houdini exporter and the Maya one was done 3rd party as well. In fact I think the only exporter that has ever been officially written was the 3dsmax one. and it was actually written back when all of this was property of Dynamix before it was shut down and the code was sold to GG.

the fact of the matter is that XSI users are a pretty small community and XSI users that are TGEA artist are even fewer. And out of those the ones that actually have programming knowledge are fewer still.

Stephen Cook says that he is working on an exporter of his own but he will not be posting anything till sometime well in to the new year.
#157
01/11/2009 (2:41 pm)
Eugene Karnot use blender for your animations its a free program and has the best exporter to dts files. make your objects in xsi then export to obj and then put it in blender and finish the work in there for animation and rigging. i know xsi is easy to rig and well its easy with everything they got super good documentation the program is well organized even with all the stuff it has its the perfect program i think. bender is free and will not cost you a dime so just use blender for the time being for animations/rigging.

i don't own the engine yet i still doing tests in the demo i need to finish my last test which is a character with some animation after that test i will buy this engine. i seen Ogre engine and it sucks i would not go with it in mater of fact i would just stuck with this engine this is the best engine. i have found and i looked at over 200 engines there are other engines i like though but they would cost me 300k or more if i had that money i would be going with one of them.

what i have decided to do is make game #1 with this engine and hope to get money from the game to buy one of those other engines this is a good engine for starters. there are lots of people that own it as its so cheap and you got people willing to help you with anything you might need help with.

yes don't count on matt even posting again he has not logged on for quite some time now. people have said they are willing to pay for this exporter or at lest to get it going faster so i hope someone might be able to get it done faster but i don't think so people have said why work on a exporter when someone is already working on it. i see a point in that as what if they finish it be for you finish it then its just a waste of time i hate wasting time my self but i would like one faster as xsi i think everyone should use its just that easy.

i have just use xsi and already know how to do 1/2 the stuff with it in the first day its just that easy i have used blender and old version of 3dmax blender is ok but its hard to work with and will take you for ever to build objects. 3dmax it was quite good in mater of fact i used it for 2 years but it was hard to learn at first and i never learned how or found out hot to put textures on objects but like i said its a old version i don't think they had textures for max in that version. it was not a payed version ether i just downloaded the trail each month which now i don't think you can do that anymore. with that version you could download it again and it would reset your 30days to another 30.
#158
01/12/2009 (11:07 am)
Quote:don't count on matt even posting again he has not logged on for quite some time now.

Actually I visit the website often, please keep in mind that just because I don't always login doesn't mean I'm not here reading. :)

Since Josh Engebretson mentioned COLLADA in Bretts most recent blog on Torque3D its probably ok for me to comment on it in regards to the XSI exporter.

Simply put, a COLLADA art pipeline is coming to Torque3D. Which means that any 3d app that has COLLADA support we be able to export content for Torque3D, this includes all flavors of XSI. Weither or not COLLADA makes it into older versions of Torque is unknown to me at this point, but my guess is that someone will write a resource to add the functionality if GG decides not to do it themselves.

This has been in the works for quite sometime and essentially negates the need for a stand alone DTS exporter for XSI (or for any app for the matter). I have had conversations with Apparatus regarding this via email and while the current XSI exporter is fairly close to being completed I am still not sure that it is actually worth the effort to complete it.

Also keep in mind that none of these exporters are a solo effort on my part, Mike Jarosch and I have worked together extensively on every exporter project that Dark Industries has worked on. That means the decision on what do with the exporters is not mine alone either. We also both work full time and have very little free time as it is so working on something that will be replaced isnt exactly a good use of our time.
#159
01/12/2009 (12:52 pm)
Matt, bare in mind that not everybody's going to upgrade; in fact, not everybody will for sure ~ or whomever comes in will want to use some cheaper version of torque and this Collada thing ain't going to help excusing anything. Fact is, a simple: guys, look, this is why we're not doing it anymore' would've made some of us look elsewhere; too bad is a very good beta, very little needs to be finished (or so i think so).

If you can't release the code neither sell it to somebody else to finish it, that's fine too; just tell us. You keep the expectations and hope alive when you shouldn't; that's why many of us here seem upset. And we kind of are.
#160
01/12/2009 (7:21 pm)
Please don't hammer others who have offered free support.
Matt has been busy. We can't expect him to do things he clearly stated that is not within his full control.
I will continue with what I am currently working on.
I have to learn before I can get some good code down and let the community test it.
As of right now I have been learning both XSI Object Model and Torque engine specifics.
Torque has a series of libraries that are different than the standard ones. So I am learning how to incorporate them in XSI. I want a seamless like ability to export things that work. I want all the features there. Static, animated meshes as well as some other ideas I have in mind.
For now I have to work hard on learning mathematical concepts I was not familiar with before.
It will take a bit of time but the end product will be worth it. If I can get a math guru to help out I will. For now I want to learn this stuff on my own. This entire project of mine was so I can learn how to code for both engine and tool. My goal is to be a TD Guru.

Patience and use the above tools for now till this is completed.

Matt glad your still kicken. This economy really sucks right now. Most of my friends are hurting...