Game Development Community

Dts Exporter Won't Export?

by Zack Mcdonald · in Artist Corner · 08/01/2007 (10:51 pm) · 4 replies

I got dts exporter to work i can open it and everything but when i try to export it works but it does not export i searched through the files and it won't export. Can anyone help me out with this problem

#1
08/02/2007 (7:31 am)
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#2
08/02/2007 (1:22 pm)
Whenever i export it says in the log

Compiled with python version 2.5......
checking for installed python 2.5.....got it!

then when i export the log says

Dumping output file to 'log'
No registry and text objects, must be new
Exporting.........
see generated log file for details

But it does not export
#3
08/02/2007 (2:37 pm)
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#4
08/02/2007 (7:32 pm)
I have the explanation to your problems. (i think) ok you do not have the setup correct and for easyness i will explain very detailed. For blender export dts you must have parent organization. first you make your object which you want(small) this is the base object this will have the most detail then on your 3d view page you have on the bottom right 2 sections of little blocks. if you click on other blocks your object will dissapear if it does thats what im talking about. then you must name your dts object what you want by going to object tab and rename (old one will be something like Ob:plane.01, Ob:cube, Ob:box, ect). Now you must organize. To organize you must make something called "empty" to do this (space, add, empty). now this will make a little bit of nothing; name this "Shape" now you make another empty and call this "Collision" (by the way these names are very important and they must be spelled correctly or it will not export) ok now you need to make another empty called "detail128"(thats what i use?and i will explain what these are for in a minute) finally you need to make an empty called "LOSCollision"(Line of sight collision) ok now you need to organize the empties. The process torque uses is parenting to do this you click "CTRL P" but you must parent in order. So the way this table breaks down looks like this (- equals child and / equals its the child of Shape)
Shape /Collision- (the name of your collision box) /Detail128-(contains all the objects in your scene)
/LOSCollision-(contains all you los coll boxes) ok i understand you are a little confused so just hang with me. First click on your Empty named "Collision" now "shift click" the empty named "Shape" and now click "CTRL P" then you will notice a dotted line connects them. if no dotted line does you ddn't do it right. ok now you can parent "Detail128" to "Shape" same way (always click child first before you shift click parent otherwise it will parent backwards) and now parent "LOSCollision" to "Shape" the same way. Finally you are organised now i can explain how to get your objects in the scene. And i can explain levels of detail telling torque when to use less polys.

ok now the "Collision"s children will be the way to tell torque what you character can not walk through(these also take up engine so make them basic as possible) to make a collision box you make a "Cube" that is recommended. Make as many you need to.( you can also make a little more complex things for things that are complex) anyways thse objects you make will be what your characte will hit "collide" with. now go to object mode "tab" and change them from solid to wire. now it looks like wire frame around your object. Now to let torque understand this is collision you must parent it to the empty "Collision". Now if you already havn't you make your dts object it is solid and you parent this to "Detail128" ok now i can explain the detail stuff. When torque imports your object it looks for "Detailx"(x is a number) the highest # is the base or best detail which when your character is really close that is what he/she will see. If you make "Detail64" and make an object which looks like the one in detail128 but uses less polys. then you parent it to "Shape" when you are in torque and reach a certain distance from the object it will change into this new detail64 object which to you char looks the same but it takes less engine space. you can make more down the chain(the more detailx you make the faster it will change as you walk away) (remember your coll box well you place that around the object in detail 128 so when close you can not walk through the object). to correctly make a detail64 object you must make it in a different layer of visibility.(the blocks i was talking about before but nv finished)ok anyways parent all your object (highdef) to the empty detail128 and the optional lower def stuff the same way but the lower# empty. (ok recap make your empties name them the names i told you then parent them in order all to the one named shape then parent the corresponding object to the empty. a collision box goes in collision. the object you see goes in detail128 and i usually dont use LOSCollision but you must have it there to export. And i think that about covers it. i know i took a long time but it takes some explanation to get the actual understandable version out lol. if you have any probs repost and ill answer. and post if it works

-GFP
-Louis Getz