Game Development Community

DTS Buildings and Sunlight problem

by Ronald J Nelson · in Torque Game Engine · 02/13/2007 (3:41 am) · 2 replies

My team and I are looking at trying to put our buildings into our game. However they were all previously done in 3DS Max and with the not so reliable max2map exporter in mind I tried some experiments to see what would really be the difference and if I could make the adjustments if need be. Yeah I have heard about framerate loss and lighting problems. I saw the lighting thats for sure in this pic.

i72.photobucket.com/albums/i192/DTDA/badsunlight.jpg
Now I tried everything with textures on this relating to alpha channels just to see if I hadn't made an error. Nope not there. Even went without Alpha channels and still no good. I have tried the various settings for the sunlight as well available to the object. By the way I didn't mention I am using it as a static mesh. It also has a working collision mesh.

Am I doing something wrong? Or is this the way it is?

Has anyone gotten a working max to map converter yet for more recent versions? Or heck any type of conversion process that might work. I am just trying to avoid having to have my modellers redo all of their work. Heck for that matter and to have to learn and use Quark as well. Frankly I can't stand the thing.

#1
02/13/2007 (5:41 am)
As far as I know, you do not do full scale buildings in 3dsmax.
I demonstrated
the use of GLB 3 to export pieces here.

If you follow the blog, to the original thread, you will see how the conversion process is to work.
Yes you will need to Learn Quark.

Or wait till CONSTRUCTOR
#2
02/13/2007 (5:27 pm)
QuArK is incredibly easy. In 30 minutes you can have an entire building exported using default textures.

Tony