unMessDts GUI 1.1
by Javier Canon · 08/23/2009 (9:08 pm) · 4 comments
Update 1.1:
- check box for replace the original file.
__________________________________________________________________
If you use the official exporters, from the docs:
docs.garagegames.com/tgea/official/content/documentation/Using%20Art%20Assets/3D...
I make this resource for work with doit!, after you export the dts you need use unmessdts.
www.ericrbarth.com/www/store_view/doit/index.shtml
You can get unMessDts.exe from the exporters download.
With this window, you can simple drag and drop your exported DTS model file, and you see a new file with the same name in the same folder but with "_um" before the extension:
example:
file = mymesh.dts
output = mymesh_um.dts
INSTRUCTIONS
1. You need .net 2.0 runtime.
2. You need the unMessDts.exe and the unMessDtsGUI.exe in the same folder OR better:
2.1 (Windows users) copy the unMessDts.exe to the c:windowssystem32 folder, so you can call the unMessDts from any folder.
thats all folks!
Download link:
torquetools.googlecode.com/files/unMessDtsGUI_1.1.zip
- check box for replace the original file.
__________________________________________________________________
If you use the official exporters, from the docs:
Quote:
UnMessDTS:
The T2Autodetail scheme introduced at the end of Tribes 2 does not work with deformable meshes. In order to get them to function properly in the game, you must turn off the new detailing scheme. Unfortunately, the last code drop GarageGames received from the Tribes 2 team happened before the switches introduced into the exporter to accomplish this got into the source.
There is a little utility called UnMessDTS that reverts the shapes back to the 'old' way of doing things, and they then work fine in the game engine.
The unMessDTS.exe utility is included in the documentation file pack.
Here is the usage.
From the command line:
unmessDTS <input>.DTS <output>.DTS
You should now have a fully functioning and optimized shape and should be ready to move onto animation.
docs.garagegames.com/tgea/official/content/documentation/Using%20Art%20Assets/3D...
I make this resource for work with doit!, after you export the dts you need use unmessdts.
www.ericrbarth.com/www/store_view/doit/index.shtml
You can get unMessDts.exe from the exporters download.
With this window, you can simple drag and drop your exported DTS model file, and you see a new file with the same name in the same folder but with "_um" before the extension:
example:
file = mymesh.dts
output = mymesh_um.dts
INSTRUCTIONS
1. You need .net 2.0 runtime.
2. You need the unMessDts.exe and the unMessDtsGUI.exe in the same folder OR better:
2.1 (Windows users) copy the unMessDts.exe to the c:windowssystem32 folder, so you can call the unMessDts from any folder.
thats all folks!
Download link:
torquetools.googlecode.com/files/unMessDtsGUI_1.1.zip
About the author
On the bus again... :)
#2
docs.garagegames.com/tgea/official/content/documentation/Using%20Art%20Assets/3D...
08/23/2009 (9:52 pm)
if you use the official exporters, from the docs:Quote:
UnMessDTS:
The T2Autodetail scheme introduced at the end of Tribes 2 does not work with deformable meshes. In order to get them to function properly in the game, you must turn off the new detailing scheme. Unfortunately, the last code drop GarageGames received from the Tribes 2 team happened before the switches introduced into the exporter to accomplish this got into the source.
There is a little utility called UnMessDTS that reverts the shapes back to the 'old' way of doing things, and they then work fine in the game engine.
The unMessDTS.exe utility is included in the documentation file pack.
Here is the usage.
From the command line:
unmessDTS <input>.DTS <output>.DTS
You should now have a fully functioning and optimized shape and should be ready to move onto animation.
docs.garagegames.com/tgea/official/content/documentation/Using%20Art%20Assets/3D...
#3
www.ericrbarth.com/www/store_view/doit/index.shtml
08/23/2009 (9:58 pm)
I make this resource for work with doit!, after you export the dts you need use unmessdts.www.ericrbarth.com/www/store_view/doit/index.shtml
#4
08/24/2009 (7:49 pm)
Since the export of the dts is dependent on the exporter used, you may not need to unmess your dts. If you're using the readily available public exporters, then yes, you should unmess the model. 
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