Game Development Community

Max2DTS Export Checklist

by Alex Swanson · 07/16/2004 (10:23 am) · 2 comments

Basic Export:
  • The "base" dummy exists
  • The "start" dummy exists and is a child of the base dummy
  • I have at least one detail marker dummy, its name is trailed by a number e.g. "detail 32"
  • All my detail dummies are linked to the "base" dummy
  • I have a version of my mesh for each detail number, its name is trailed by that number. e.g. "mesh32"
  • My mesh is linked to the start node (unless it is a skinned mesh)
  • I have a bounding box, it totally encloses my shape through all its animations
  • My bounding box is named "bounds"
  • My bounding box is not linked to anything.
  • I don't have any numbers trailing object names aside from detail numbers
Skin
  • If my mesh uses the skin modifier, the mesh is not linked to anything in the scene
  • If my mesh uses the skin modifier, the skeleton controlling it is linked to the "start" dummy
This checklist does not cover setup of animation, multi-res, or the config file, it is simply to get a very basic shape into the game and get the starting artists up on their feet. For more comprehensive instruction, see the Max2DTS section of the Official Torque Documentation

#1
02/11/2005 (7:00 am)
Alex -
I'm having some trouble exporting to DTS - the file is writing, but nothing is showing up in showtool or the game - do you know why this is?

Thanks,

Jenny
#2
04/05/2005 (3:34 am)
very nice checklist! perfect for the semi-confused torque/3dmax newbie