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Updated milkshape exporter

by Chris Robertson · 06/19/2004 (4:40 pm) · 257 comments

Last Updated: 12/11/08

Download the new milkshape exporter here.

You must be using at least Milkshape 1.8.3 to use this exporter.

Features:
- Triangle stripper
- Multiple collision meshes
- LOS collision meshes
- Full level of detail control
- Blended animations
- Mesh visibility animation
- Auto-details
- Auto-billboards
- Easy to use sequence/mesh/material property editor

Geometry
Any mesh whos name begins with 'Collision' will be interpreted as a collision mesh. These meshes should have a negative detail level. Any mesh whose name begins with 'LOScol' will be interpreted as a line of sight collision mesh.

LOD
The exporter supports any number of detail levels per mesh. Detail levels are stored as numbers at the end of the mesh name. If your meshes already have numbers at the end of their name, you will need to add a non numerical character at the end, or they will be interpreted as LOD. eg.

body0 will produce a mesh called 'body' with detail level 0
foot12d5 will produce a mesh called 'foot12d' with detail level 5

The original milkshape exporter output shapes with all visible meshes at detail level 0. If you are not making use of LOD, this is the best value to give to visible meshes. Meshes with a negative LOD will be exported but are not visible (eg collision meshes).

Sequences
Sequence special material naming convention has changed, as there is much more information to pack into the name now. Old sequence names are supported, but will be converted to the new convention when you apply changes to the model. All sequence information is now stored in the comment string of the special material.

A '*' at the start of the name indicates that this is a sequence special material

The best way to edit sequences is via the exporter dialog. Just add/select a sequence, then press the Edit button.

Configuration Files
The exporter supports configuration files using the same format as 3dsmax. The configuration file should use the same name as the exported dts shape. eg. use a configuration file called shape.cfg when exporting shape.dts. For most shapes you will not need to use a configuration file, the defaults provided by the exporter will be sufficient.

Documentation
Some alpha documentation is located within the zip file. It is based mostly on the existing 3dsmax/maya documentation and is still a work in progress. If you find any errors, or would like to add something, please feel free to contact me.

Known Issues
- Alpha sorting is supported (in that sorted meshes are passed through the sorting code), but I have not actually seen it working yet. When you view a sorted mesh in the show tool, some of the faces have been split (the poly count goes up), but the faces still appear sorted incorrectly.


I have tried hard to make this exporter fully functional, but it is quite possible that there are still problems with it. I advise you to SAVE your work before you export it, and because the exporter modifies the ms3d file to apply your changes, you should backup your files before using it. If you find something wrong, or even have a suggestion, please let me know.
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#241
02/18/2008 (8:35 pm)
Hi Dale,

>> Q1: Has the source code ever been released?

Yes, but only by request (and you must own a TGE license).

>> Q2: Is there some tricks to using triggers.

It sounds like you are doing everything right, so I'm not sure why the triggers are not being exported correctly. I just tried now and was able to export my trigger test scene ok.

Could you send me the model that you are trying to export? (my email is in my profile).
#242
02/19/2008 (6:02 am)
Hi Chris,
Thanks for the reply, the model has been sent to your email address.

Thanks

Dale
#243
02/19/2008 (2:45 pm)
Hi all,
Here is the conclusion to this little story. It appears the problem is with Show Tool Pro v1.04. Chris checked the model in his copy of STP (v1.02) and all was well, triggers worked fine, he even sent me a screen shot showing the triggers in STP.
After loading my model again, making sure to load the exact same model I sent to Chris, the problem remained in my STP. A little research in the STP forum located this:
http://www.garagegames.com/mg/forums/result.thread.php?qt=69792

STP v1.04 seems to have problems with triggers in models exported from Blender and MilkShape, maybe others, who knows?

Dale
#244
03/24/2008 (1:05 pm)
Ya, it does seem to have some problems with this....and not one official response about this observation, from the publisher.
#245
03/24/2008 (1:30 pm)
Where do you get STP v1.04? Is it a beta version, or TGEA version...?
#246
03/24/2008 (1:32 pm)
Never mind... just checked in the My Account section and the STP download file has v1.04 embedded in its name.
#247
03/24/2008 (1:34 pm)
The STP that I have installed on my machine says it's version 1.0. I didn't even realize there were updated versions... thanks GG! But from the sound of it, they broke it... :-(
#248
03/24/2008 (5:49 pm)
It's really not broken very badly. This trigger issue is all I have found wrong, so far. Going from 1.0 you are in for a nice treat.

Rex, I really don't think they care if it works with MilkShape or not! If we can't or don't want to spend a few grand for a tool to build models for a $150 engine we should just hang it up.
#249
04/22/2008 (1:55 am)
Okay... I'm trying to get IFLs in TGEA (1.0.2) without any success. So I have a few questions regarding it:
1) Do I still use the Export IFL feature as shown in the Documents for TGEA? The reason I'm asking is because it's suppose to be defined in the Materials.cs file according to the TGEA docs at tdn.garagegames.com/wiki/TSE/Materials/Mapping_Materials_to_Textures#Mapping_Mat.... So I'm a little confused, since all my tests failed.

I also tried the example in the ms2dtsExporterPlus.zip file, and did manage to get it working.
#250
04/28/2008 (4:39 pm)
Hi James,

I haven't used TGEA before so I can't help you much there I'm afraid.

Does the showtool display the IFL material correctly? If so, then the exported shape is probably ok, and the problem is most likely in your materials.cs file. Might pay to ask in the TGEA forums about this one.

I'm not aware of anything different that needs to be done on the export side with IFLs for TGEA, but if you find something out please let me know and I'll update the exporter for you.
#251
11/11/2008 (6:07 pm)
New version of the exporter is available!

Version 2.8.0 - 06/11/08

- Bug fixes from Dale Harper:
- fixed last frame not being exported for cyclic sequences
- fixed sequence 'Overide Duration' field being stored as an integer rather than a float
- fixed reported number of ground frames in dump file
- fixed reported ground frame Z translation in dump file

- New functionality from Dale Harper (thanks Dale!):
- added auto-generation of ground transforms to Edit Sequence dialog

- Added flag to generate double-sided materials

- Fixed "assertion failed when stripifying (1)" bug when exporting geometry with no material attached

- Rebuilt with latest version of Milkshape SDK (v1.8.4). No functionality changes.

- Updated to use latest version of DTSSDKPlus. New features include:
- Multires (auto generate reduced-poly geometry on export)
- Autobillboards
- HTML dump file output

- General GUI tidyups:
- open Edit dialog automatically when adding new Trigger, Visibility or AutoDetail entry
- sort Trigger, Visibility and AutoDetail lists
- remove redundant 'Trigger' column from triggers list box

- Updated documentation

- Added example file demonstrating billboards that rotate around a joint (rather than the origin)
#252
11/12/2008 (12:23 am)
Awesome... Thanx!
#253
03/02/2009 (3:49 pm)
Hi Chris, I'm having problems with higher detail shapes when exporting. Can you please drop me a mail (burningza(at)gmail(dot)com) so I can send you a file. It works fine with the New Torque 3D Collada Test, so I was thinking it might me the exporter.

Error is "Assertion failed when stripping (11)"

Dump:
19181 verts before joining verts
19181 verts after joining verts
18394 faces before stripping
Using Quick, dirty, & ugly stripping method.
7258 strips with average length 4.52 (range 3 to 67) and -125 reversals

Is there a way to turn stripping off?
#254
06/07/2010 (3:16 pm)
Hey, this DTS exporter, will it work for TGEA or is it now just for Torque 3D ?? Just wondering, I didn't know if the format took on new changes in T3D that weren't supported in TGEA?? Thanks for any info you can help out with... I didn't know if T3D changed the format or not, since I can't get T3D for quite a while..

Thanks for the help btw..

StOrM3
#255
06/07/2010 (5:52 pm)
This exporter remains compatible with TGE, TGEA, ShowToolPro and Torque3D. T3D now supports a newer version of the DTS format (with vertex colors and a 2nd UV set), but these features are not available in this exporter.
#256
06/29/2010 (7:14 pm)
Hey, Can I ask if anyone is working on a Fragmotion 3D Exporter? The reason I'm wondering, is I now do most of my work / game low poly modeling in Fragmotion 3D, create and assign default materials in Frag3D, then export, and Import into 3D Coat for 3D Model / Texture Painting, Voxel Sculpting, Bump / Artifact Realness Factor Additions Like rust bumps, edges etc.., then Bake the Textures in, Save the new texture mapped objects out, and test in the game engine... Currently, if I want to do this with Torque models, I have to save my models, import into MS3D, tweak, edit differences, then re-export out using MS3D into a model that Torque supports aka the DTS.. even worse if, I have to convert to OBJ format first for painting etc.. in 3D Coat, then re-export as an OBJ, re-import that into MS3D, adjust etc.. then finally export it to Torque DTS... I need to find any Frag 3D Importers / Exporters and if anyone is working on anything for 3D Coat, as it currently only supports OBJ or one other format, so the workflow takes forever going from program to program, just to test changes, then reiterate, tweak, do again, etc.. Needless to say, a very long procedure to get one Monster Truck looking and animating the way it should.. Any help, direction, or links, or files, will be greatly appreciated.. even any multi-convertors that can convert to-from OBJ files and Torque formats and fragmotion 3D formats, natively, without having to load up MS3D in between, and compensate for all the differences, like coords being backwards in MS3D, etc..

Thanks guys for any / all help..

Ken aka StOrM3

yes, that StOrM3 - The Infamous Who reversed 3DO format of TA, and created the first format convertor for DXF-> 3DO and co-authored the only Unit Editor for Total Annihilation, with Kinboat... Also, the SNESkey co-author / helper of nak..


PS. I would be willing to help with the format Exporters / Importers, if someone else is willing to help also, and that is if noone else has worked on anything for it.. As you can see above, I am capable, just a little more tired, and slower than I used to be years ago... hehehe
Also, don't have much time anymore, now that I am exhausted from my crohns Disease / being disabled, and watching my kids every day, during the daytime... So I will need mucho Assistance... ;')
#257
11/21/2011 (6:50 pm)
The official location for this exporter software is http://www.mindwedge.com/ on the free software page. The link posted at the top of this resource thread is out of date.
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