Game Development Community

Need Help with GameSpace1.6 or TrueSpace7.5.1

by Kevin Summers · in Artist Corner · 10/20/2007 (9:32 am) · 2 replies

I'm not that great a modeler, I'll admit it right up front, but for the moment I'm just trying
to create some place holder objects in my game so we can get the prototyping done and
get working on the AI and other coding.

I've tried several 3D modeling programs (that are reasonably priced) and just can't get the
interfaces figured out. Some of them are just damned frustrating. I was able to get the hang
of Caligari TrueSpace, and I have their most recent versions of TrueSpace and GameSpace.
Problem is, even with their "gamePack" and it's file export additions, the DTS export doesn't
work worth beans, and exporting to any other format into something else like Milkshape or
Blender results in either nothing showing up at all in Torque, or a model with no textures,
or the textures look like black with big white splotches.

I also don't know how to do collision meshes yet, but that can be covered separately.

Here's a sample of my most recent attempt at modeling something, I'm just trying to get this
from TrueSpace into Torque. Any help is greatly appreciated.

www.kistech.com:81/Station1.jpg

#1
10/24/2007 (11:10 am)
Hey Kevin. So to not sound too much like a "read the manual" reply, because that's certainly not the intent, but did you go throug the exporter docs? There's a ton of special things that have to be set up exactly right for the exporter to work. The hierarchy has to be set up "just" so. You have to have the 'bounds' object. You have to have stuff grouped in the right way.

However, with version 2.0 of their exporter, I was able to get .DTS objects, with textures, to export correctly. I have not yet tried any skeletal animations yet though -- these were just static objects.

When you downloaded the exporter from gamespace, you should have gotten a LENGTHY .pdf file with the exporter. There's also a version you can reach here:

www.darkindustries.com/gg/dts_doc_v2.pdf

There's also a pretty good resource here.

A few things gotcha's I've found :

1.) Make sure you do the trick of exporting to .x then re-importing before you export to .dts, to bake in your scale.
2.) If you texture using any textures provided with gamespace - BEWARE. They are not of a size that is a power of 2, and the exporter requires this. So they'll look fine in gameSpace, but will come out looking all nastified or black in Torque.

The entire process is *not* as nice as it could be, but for at least static .DTS objects, it does seem to work.

Good luck!
#2
10/24/2007 (12:27 pm)
Thanks.

I backed off a little bit and started smaller. Can't get much simpler than a sphere
with a cylindrical map of a planet wrapped around it. I've been successful at getting
a basic solar system exported and into the game with pretty good texturing. I'm
playing with LOD now.

By the way, X and Y size isn't the only thing that will screw up a texture for Torque.
I found one JPG that was giving me problems and I finally figured out that it wasn't
set to 16 million colors. Once I changed that it was all good.

I'm at least starting to get the hang of it, and have become a "little" less frustrated
with the process. You are certainly right about it not being as easy as it could (or should) be.