Game Development Community

Dtssdk/dtssdkplus

by Maxime Jouin · in Torque Game Engine · 05/30/2007 (8:17 am) · 12 replies

I'd like to write a .dts to .obj converter. Is the dtsSDK the right tool for the job? What is the exact added bonus of dtsSDKPlus?

I tried writing an extremely simple program that uses Shape.read() then immediately Shape.save() and the output .dts is unreadable by Torque. Why is that?

#1
05/30/2007 (8:23 am)
You shouldn't make a dts 2 anything converter.
#2
05/30/2007 (8:28 am)
Excuse my bluntness, but why?
#3
05/30/2007 (8:41 am)
He's probably worried about people being able to steal assets. There's already a program that you can use to import a dts into MilkShape.
#4
05/30/2007 (8:56 am)
Tim: I figured as much, but I thought there was something more to his comment. Oh well...

Do you have the name of the converter program? And is the source available? Milkshape does not really interest me, I'd rather convert to wavefront or max but I have no clue where to start...

Thanks
#6
05/30/2007 (12:22 pm)
Yes, Tim hit the nail on the head. Plus doesn't ii from the eula cover this:

Quote:
c) Licensee may not: ... (ii) reverse engineer, or otherwise attempt to derive the algorithms for the Engine (iii) ...


edit: I'm asking, not telling btw...
#7
05/30/2007 (6:42 pm)
Not sure if it violates the eula, however, Shaper has been able to import .dts files. Not sure if it is still in development though.
#8
05/31/2007 (12:29 am)
Well then, I'd really like to have a definitive answer on this: am I or am I not allowed to convert .dts files?

Since the source code is available to load them, I do not see why it wouldn't be allowed. This is in no way reverse engineering since the code is already available! However, in my opinion, it should depend on the .dts files themselves. If they are public domain, then loading, converting and changing them should be no problem, but if they have copyright protection, then modding them is forbidden.

Am I wrong on this?
#9
05/31/2007 (10:34 am)
Quote: If they are public domain, then loading, converting and changing them should be no problem, but if they have copyright protection, then modding them is forbidden.

I think the artists should maintain their rights to anything they create. If it's an asset on public domain then it shouldn't be too hard for you to contact the artist who created it and ask him/her if you can have the source file to change for whatever reason. I've done this before with an old quake map. The artist said it was fine for me to decompile his bsp and put the map into another game engine. All it took was one email to the artist asking him if it was ok for me to do it.
#10
06/01/2007 (12:35 am)
I agree with that 100%. And this means that it is perfectly within the scope of the EULA to write a dts converter, but that it must be used sparingly. Much like any piece of softwre out there :)
#11
06/01/2007 (1:21 am)
Same ol, same ol!

Anyways why on earth spend time writing anything that have been out there for ages (Ultimate Unwrap3D)

UU3D Feature List

So how much time do you want to spend coding on something that only cost 49.95$ ?


And as tools dont break the law, keep it clean!
#12
06/01/2007 (1:26 am)
Curiosity... May I ask why you would want to?