DTS specialist tools developer needed
by Caitlyn Kloecker · in Jobs · 03/31/2007 (2:42 am) · 0 replies
Hello everybody!
I am considering moving my project to Torque, and need a special tool which is largely dependent on converting obj files to dts. However it involves multiple obj files from Maya-- so that entire Maya scenes are reproduced in a Torque mission file. Currently I have the same tool already working with the A6 engine, but need the Torque equivalent. It goes like this:
1. I export the entire Maya scene as one big .obj file, with groups turned on. What you have then is an obj file which contains each unique polymesh intact with the name I gave it in Maya.
2. The tool opens up the obj file, and splits it into pieces in the dts format. Namely, it tool converts each polymesh in the big obj into a corresponding dts file. Transformations in duplicate objects are baked, but that is okay.
3. Next, it automatically generates a mission file which places each dts object in the same positions as it was in master obj file, so you now have a reproduction of the Maya scene. In actuality, this obj splitter and dts converter would work on any obj file which contains intact sub-obj polymeshes inside, not just Maya.
A. In the name of each polymesh object are a bunch of flags and parameters. The tool extracts these flags and parameters, and sets them correspondingly in the mission file. The level then can be run in torque using polygonal collision.
B. There is a subst prefix, which indicates that a designated dts should be put in its place at that point in space, so that duplicate objects can be placed without having a ton of separate files.
The level can then be used in my game using with polygonal collision. I do not want/need BSP geometry at all. I can pay a developer to do this if I make the switch to TGEA. This tool is a critical part of my decision-making process in the changeover to TGEA. Naturally you will need expertise with the dts, obj and mission file formats so that the output is clean and efficient.
Would this be something anyone here is interested in doing? Please contact me, caitlyn@studio-cobweb.com if so.
Thanks!
Caitlyn
I am considering moving my project to Torque, and need a special tool which is largely dependent on converting obj files to dts. However it involves multiple obj files from Maya-- so that entire Maya scenes are reproduced in a Torque mission file. Currently I have the same tool already working with the A6 engine, but need the Torque equivalent. It goes like this:
1. I export the entire Maya scene as one big .obj file, with groups turned on. What you have then is an obj file which contains each unique polymesh intact with the name I gave it in Maya.
2. The tool opens up the obj file, and splits it into pieces in the dts format. Namely, it tool converts each polymesh in the big obj into a corresponding dts file. Transformations in duplicate objects are baked, but that is okay.
3. Next, it automatically generates a mission file which places each dts object in the same positions as it was in master obj file, so you now have a reproduction of the Maya scene. In actuality, this obj splitter and dts converter would work on any obj file which contains intact sub-obj polymeshes inside, not just Maya.
A. In the name of each polymesh object are a bunch of flags and parameters. The tool extracts these flags and parameters, and sets them correspondingly in the mission file. The level then can be run in torque using polygonal collision.
B. There is a subst prefix, which indicates that a designated dts should be put in its place at that point in space, so that duplicate objects can be placed without having a ton of separate files.
The level can then be used in my game using with polygonal collision. I do not want/need BSP geometry at all. I can pay a developer to do this if I make the switch to TGEA. This tool is a critical part of my decision-making process in the changeover to TGEA. Naturally you will need expertise with the dts, obj and mission file formats so that the output is clean and efficient.
Would this be something anyone here is interested in doing? Please contact me, caitlyn@studio-cobweb.com if so.
Thanks!
Caitlyn
About the author