DTS exporter workflow
by Edu Fernandes · in Torque Game Engine · 03/01/2007 (7:49 am) · 0 replies
Hi ,
I'm working on DTS Exporter for FragMotion. Using as reference the Milkshape exporter source code, included in the tools folders, and the DTSSdk, I'm close to release an very early alpha version of my exporter. But, despite of documentation issues, I'm a little confuse about the order of "push_backing" the objects to generate a valid, and simple DTS. I can save the DTS file, but its can't be readed by Showtool because contains only a few bones and 1 mesh. So i'm looking for a minimal sequence (without textures,materials and animations) to do it work:
- Create a "Root" node (translations , rotations)
- create a mesh (even by code) and its respective object
- Assign vertex to Root node
- Add a detail level (detail-0)
- Add a subshape with everything
- The stuff to end e save the DTS file:
calculateBounds() ;
calculateCenter() ;
calculateRadius() ;
...
Is this sequence work? Did I miss something?
Any tip in debugging and or dumping ?
Thanks
I'm working on DTS Exporter for FragMotion. Using as reference the Milkshape exporter source code, included in the tools folders, and the DTSSdk, I'm close to release an very early alpha version of my exporter. But, despite of documentation issues, I'm a little confuse about the order of "push_backing" the objects to generate a valid, and simple DTS. I can save the DTS file, but its can't be readed by Showtool because contains only a few bones and 1 mesh. So i'm looking for a minimal sequence (without textures,materials and animations) to do it work:
- Create a "Root" node (translations , rotations)
- create a mesh (even by code) and its respective object
- Assign vertex to Root node
- Add a detail level (detail-0)
- Add a subshape with everything
- The stuff to end e save the DTS file:
calculateBounds() ;
calculateCenter() ;
calculateRadius() ;
...
Is this sequence work? Did I miss something?
Any tip in debugging and or dumping ?
Thanks