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DTS Exporter - 3ds Max 2010 - 100 Details

by Nicolai Dutka · 09/09/2009 (1:42 pm) · 16 comments

Title says it all! I did not create this exporter, I am simply placing the download link in a more convenient location.

This exporter allows you to export DTS shapes using 3ds Max 2010. Eb also went to the trouble of allowing us 100 details!

*NOTE:DTS version 24 works in TGE, TGEA, T3D and other engines. DTSVersion 25 only works in T3D afaik.
- Max2010 for DTSversion 24 with 100 maxdetails (max2dts_max2010_DTSv24_100detail.dle)
- Max9 for DTSversion 24 with 100 max details (max2dts_max9_DTSv24_100detail.dle)

***I know 100 maxdetails is overkill, but it's there if someone needs it. Please be aware that 99 Collision volumes and 1 LOD is not 'ideal' but it is possible. The exporter worked great on 99 boxes(as 1 object) with 99 collision volumes(see image below). However, the exporter did crash max when using 99 semi-complex meshes(as 1 object) and 99 collision volumes. I did not search out the breaking point for that...so be aware that this 100 count is not fool-proof.

Exporter Download Link
DTS Exporter - 3ds Max 2010 - 100 Details - by Eb


This exporter was compiled courtesy of Eb

This is the original post where I got the links and info:
www.garagegames.com/community/forums/viewthread/91163/2#comment-668635

#1
09/09/2009 (2:44 pm)
That package also includes the adjustlod.mcr macroscript AND unmessdts.exe with an example batch file(for use with unmessdts).
--
I am glad to see that you're enjoying it Nicolai.
((Hewster, if you're alive, email me bro!))

p.s. if you have the maxsdk 2010 and are able to build a 64 bit version of the exporter, email me. I will give you the needed files if you meet the requirements: you must be capable of compiling it to 64 bit(if you ask 'how', then I know you are not capable) and you must be a TGE 1.5.2 licensee. Cheers.
#2
09/10/2009 (2:40 pm)
I'm a noob with this type of stuff, but what is the benefit of exporting a model as a .dts as opposed to .dae? I'm guessing file size?
#3
09/10/2009 (3:54 pm)
..each format has issues of it's own...but they are useful for their respective uses/needs beyond those issues. The different collada exporters do things differently, collada is not infallible...nor is DTS perfect.

Also: only T3D uses .DAE files so the DTS exporter is necessary for the other engines.(If you need to know the issues of the 2 formats, I would suggest searching them out as I can not simply note them here as some are lengthy and technical.)
#4
09/30/2009 (10:46 am)
That download package now has a 2009 version as well.
#5
10/02/2009 (11:02 am)
Any hopes for a max7 version....Donnie
#6
10/24/2009 (8:49 pm)
Donnie, I never noticed you posted here. I did not have the "email on replies" box ticked.

The chances of that are quite low...but we'll see.
#7
12/31/2009 (5:45 am)
Is it possible to export without having a bounding box? I'm trying to export weapons that don't require one, and it won't let me.

If not, how do I set a bounding box in 3ds max?


Thanks.
#8
12/31/2009 (9:32 am)
..create a box to encompass the scene shapes and then name it "bounds".
#9
12/31/2009 (9:53 am)
Well again, is there a way to export without the use of bounds? If not this makes the exporter nearly redundant for me.
#10
12/31/2009 (10:10 am)
The dts shape 'setup for export' is a PITA.
You *need* a bounds box and other scene nodes for every DTS shape you export...and well, the exporting process is redundant for DTS shapes.
If you're using T3D, then you can use Collada exports without the extra nodes..importing dae and dae-lod are another time factor with DAE files but the format can be a time saver in some circumstances.(use opencollada as the Autodesk dae exporter is rubbish.)


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#11
01/04/2010 (4:00 pm)
DtsPro Exporter for 32bit max 2010: torque.abigholeintheweb.com/public_system/artists/exporter_related/max/dtspro_ex...

This is useful to keep around in case you need to have specified normals.
I keep both the regular and pro exporters on hand to accomplish different tasks such as this specified normals addition into the pro exporter.
*Thanks to Fyodor for his changes in this positive direction.


#12
02/01/2010 (8:18 pm)
Has anyone perchance knocked upa 64-bit 2010 version of the exporter?
#13
02/24/2010 (7:05 am)
I am also looking for a 64 but version of the dts exporter. Can anyone point me in the right direction. Thanks for your time.
#14
05/05/2010 (1:06 pm)
From what I was told, there is no reason at all to create your game models in 64bit versions of Max. The benefits that 64bit has over 32bit are almost entirely for rendering, not for a basic game object. So using 64bit Max to create game meshes = completely pointless.
#15
11/11/2011 (11:20 am)
will this work with 2011
#16
01/12/2012 (6:49 am)
Bump. The links aren't working for me. Anyone know if this is still available?