Exporting from 3D Max to DTS
by Britton LaRoche · in Artist Corner · 01/31/2003 (5:07 pm) · 3 replies
I need some help getting a mesh to export to dts. I've followed the tutorial here... www.garagegames.com/docs/torque/tools/max2dts/index.html but I'm missing something the dts file is created but it wont load in the show tool.
I've posted the files including max file and the dump file here:
www.macrosoftcorp.com/RiseOfPower/maxhelp.zip
Any help is greatly appreciated!
I've posted the files including max file and the dump file here:
www.macrosoftcorp.com/RiseOfPower/maxhelp.zip
Any help is greatly appreciated!
#2
Thanks for the info, that worked. Pardon my long list of newbie questions: Is it necessary to have a LOD mesh? My poly's for the charcter are about 2000. Is that too high? What performance impact does this have for player meshes? Whats the upper limit?
Now it works... but its got some funny problems... one leg sticks straight up in the air and the other runs along the ground with her head... both arms are outstretched... is there a specific beginning position, figure pose I need to use? Its kind of funny and might make for a great Salvador Dali type of game... you can check it out here: www.macrosoftcorp.com/RiseOfPower/player.dts it works in game. Any advice? What have I done wrong?
Thanks again for the help! Its getting me alot further!!
02/01/2003 (3:38 pm)
Matt,Thanks for the info, that worked. Pardon my long list of newbie questions: Is it necessary to have a LOD mesh? My poly's for the charcter are about 2000. Is that too high? What performance impact does this have for player meshes? Whats the upper limit?
Now it works... but its got some funny problems... one leg sticks straight up in the air and the other runs along the ground with her head... both arms are outstretched... is there a specific beginning position, figure pose I need to use? Its kind of funny and might make for a great Salvador Dali type of game... you can check it out here: www.macrosoftcorp.com/RiseOfPower/player.dts it works in game. Any advice? What have I done wrong?
Thanks again for the help! Its getting me alot further!!
#3
2000 poly's is pretty average. LOD is not nescasarry to making a model run but its a good idea to have. It will improve your framerates.
What performance impact does this have for player meshes? Whats the upper limit?
High poly models aren't a problem but the higher you go the slower the engine will run. If you want to use higher poly models just make sure you use alot of LOD.
The problem with your model is the biped probably isn't to the same scale as the biped used for the default player model. You need to set the home grid to .01 and then make your Biped object 2 tall under its settings. If itsd not then it won't play the default animtions.
You could just make your own animations if you look in the player.cs file you'll find a list of them. Read up on exporting DSQ's in the docs then give that a try.
Matt
02/02/2003 (7:51 am)
Is it necessary to have a LOD mesh? My poly's for the charcter are about 2000. Is that too high?2000 poly's is pretty average. LOD is not nescasarry to making a model run but its a good idea to have. It will improve your framerates.
What performance impact does this have for player meshes? Whats the upper limit?
High poly models aren't a problem but the higher you go the slower the engine will run. If you want to use higher poly models just make sure you use alot of LOD.
The problem with your model is the biped probably isn't to the same scale as the biped used for the default player model. You need to set the home grid to .01 and then make your Biped object 2 tall under its settings. If itsd not then it won't play the default animtions.
You could just make your own animations if you look in the player.cs file you'll find a list of them. Read up on exporting DSQ's in the docs then give that a try.
Matt
Torque Owner Matthew Jones
If you only have one level of detail you only need 1 detail marker.
That should help get it in the show tool.
Now when I load this thing into MAX5 the BIPE becomes really small and the MESH is really big. I can't export it to see how its going to work.
Usually if you can't see it in the show there somthing wrong with you detail markers. try what I sayed above.
Matt
Oh ya I see alot else wrong now. Your schematic veiws has got alot in it that isn't linked. Look at this schematic veiw and try to make yours look like that. You also got some stuff in your scene that I am not dure why you have it there?