Max2DTS for Max 6/7 Source Code
by Alex Swanson · 03/28/2005 (5:32 pm) · 18 comments
Download Code File
Max2DTS 6/7 Source Code Readme
The source code files can be downloaded from the link above.
These files require the use of VC7 or later, the Torque Game Engine SDK, and the SDK for the version of Max which you would like to compile for.
Instructions:
The project files go in the VC7 folder.
The .cc and .h files go into Torque / Tools / max2dts exporter.
There is a file called "Helper.cpp" That file goes into the VC7 folder. This is required in order for VC7 to properly work with .cc files.
Last but not least you have to have a "maxsdk70" for MAX7 "maxsdk60" for 6 "maxsdk50" for 5 (if you want it 5).
Make sure you compile under the version library that you plan to use.
When you build the project, the release version of the exporter .dle will be compiled directly into the Max folder.
IMPORTANT NOTE: This resource is provided as-is and without any guarantee of functionality or support. Please download the pre-compiled version of this exporter from the Torque for Artists page unless you really need to create your own version of DTS format. This source code may only be redistributed to owners of the Torque Game Engine SDK.
Max2DTS 6/7 Source Code Readme
The source code files can be downloaded from the link above.
These files require the use of VC7 or later, the Torque Game Engine SDK, and the SDK for the version of Max which you would like to compile for.
Instructions:
The project files go in the VC7 folder.
The .cc and .h files go into Torque / Tools / max2dts exporter.
There is a file called "Helper.cpp" That file goes into the VC7 folder. This is required in order for VC7 to properly work with .cc files.
Last but not least you have to have a "maxsdk70" for MAX7 "maxsdk60" for 6 "maxsdk50" for 5 (if you want it 5).
Make sure you compile under the version library that you plan to use.
When you build the project, the release version of the exporter .dle will be compiled directly into the Max folder.
IMPORTANT NOTE: This resource is provided as-is and without any guarantee of functionality or support. Please download the pre-compiled version of this exporter from the Torque for Artists page unless you really need to create your own version of DTS format. This source code may only be redistributed to owners of the Torque Game Engine SDK.
About the author
#3
03/29/2005 (12:15 pm)
I concur, the download does not work.
#4
Please, check your links when you submit something ;)
I'm sure it's a great job ! :D
Thx
03/29/2005 (2:15 pm)
Not working, yep...Please, check your links when you submit something ;)
I'm sure it's a great job ! :D
Thx
#5
03/31/2005 (10:23 am)
I wish I could afford max 7. Maybe in another year.
#6
03/31/2005 (1:52 pm)
I got Max 7, I wish I could learn how to use it!! ;)
#7
04/01/2005 (12:53 am)
Oops. Should work now. No idea why the upload didn't take before.
#8
I'm already found and fix one bug in exporter :)
bug description: triggers (which used for footstep sounds - called footpuffs in player.cc) working incorrect when animation sequence begins with non zero frame.
bug details: when sequence begins with non zero frame (for example: with 12 frame), triggers positions calculated incorrectly. sequence start position is ignored in calculations of trigger position.
for example:
was:
seqDuration = seqEndTime - seqStartTime;
triggerPos = triggerTime/seqDuration;
must be:
seqDuration = seqEndTime - seqStartTime;
triggerPos = (triggerTime-seqStartTime)/seqDuration;
how to fix:
in file ShapeMimic.h
was:
void addTriggersInOrder(IKeyControl *, F32 duration, TSShape *, U32 & offTriggers);
change to:
void addTriggersInOrder(IKeyControl *, F32 seqStartTime, F32 duration, TSShape *, U32 & offTriggers);
in file ShapeMimic.cc
was:
addTriggersInOrder(kc,duration,pShape,offTriggers);
change to:
addTriggersInOrder(kc,start,duration,pShape,offTriggers);
was:
void ShapeMimic::addTriggersInOrder(IKeyControl * kc, F32 duration, TSShape * pShape, U32 & offTriggers)
change to:
void ShapeMimic::addTriggersInOrder(IKeyControl * kc, F32 seqStartTime, F32 duration, TSShape * pShape, U32 & offTriggers)
was (in fuction addTriggersInOrder):
F32 pos = TicksToSec(key.time) / duration;
change to:
F32 pos = (TicksToSec(key.time)-seqStartTime) / duration;
PS: sorry for my bad english
04/06/2005 (11:09 pm)
the first of all: big thanks to Alex Swanson and Matthew Jones! it is very useful to have sources of new exporter (max 6-7). now I and any Torque SDK Owner can fix bugs and improve functionality of exporter.I'm already found and fix one bug in exporter :)
bug description: triggers (which used for footstep sounds - called footpuffs in player.cc) working incorrect when animation sequence begins with non zero frame.
bug details: when sequence begins with non zero frame (for example: with 12 frame), triggers positions calculated incorrectly. sequence start position is ignored in calculations of trigger position.
for example:
was:
seqDuration = seqEndTime - seqStartTime;
triggerPos = triggerTime/seqDuration;
must be:
seqDuration = seqEndTime - seqStartTime;
triggerPos = (triggerTime-seqStartTime)/seqDuration;
how to fix:
in file ShapeMimic.h
was:
void addTriggersInOrder(IKeyControl *, F32 duration, TSShape *, U32 & offTriggers);
change to:
void addTriggersInOrder(IKeyControl *, F32 seqStartTime, F32 duration, TSShape *, U32 & offTriggers);
in file ShapeMimic.cc
was:
addTriggersInOrder(kc,duration,pShape,offTriggers);
change to:
addTriggersInOrder(kc,start,duration,pShape,offTriggers);
was:
void ShapeMimic::addTriggersInOrder(IKeyControl * kc, F32 duration, TSShape * pShape, U32 & offTriggers)
change to:
void ShapeMimic::addTriggersInOrder(IKeyControl * kc, F32 seqStartTime, F32 duration, TSShape * pShape, U32 & offTriggers)
was (in fuction addTriggersInOrder):
F32 pos = TicksToSec(key.time) / duration;
change to:
F32 pos = (TicksToSec(key.time)-seqStartTime) / duration;
PS: sorry for my bad english
#9
@Evgeniy thanks for posting your bug fix, I just ran into the same problem. works great now.
06/29/2005 (12:14 pm)
Thanks for your continuing free work on the tools and for posting this code. We really appreciate it!@Evgeniy thanks for posting your bug fix, I just ran into the same problem. works great now.
#10
09/01/2005 (1:48 pm)
Anyone know how a programmer can get a hold of the Max SDK (without buying Max?) Surely the SDK is available to programmers (who have no need for Max itself...) Can I just use the SDK from my artist? Or do I have to buy Max? Anyone know? Thanks
#11
11/05/2005 (3:07 pm)
Is there a compiled version of this? because i dont know where id get max7 sdk. If so where is it? if not, why not?
#12
@Paul, if you are still haveing trouble finding it, read the "Important Note" at the bottom of the main message
11/05/2005 (3:46 pm)
@Joseph, as far as I know you have to buy max@Paul, if you are still haveing trouble finding it, read the "Important Note" at the bottom of the main message
#13
11/05/2005 (6:28 pm)
Thanks. I found that, but i couldent find it on the page it links to.
#15
11/05/2005 (10:02 pm)
Thank you, thats exactly what i was looking for.
#16
I'm just a dumb art guy and cant fix it by myself hehe
01/04/2006 (7:29 pm)
Would some nice programer person :) please make available the exporter with the fixed Footstep Trigger code that Evgeniy posted. I'm just a dumb art guy and cant fix it by myself hehe
#17
04/26/2006 (8:52 am)
I would like to second the motion to repost/re-upload this file, it would be VERY much appreciated.
#18
06/17/2007 (5:47 am)
Gives an error upon export. Max 7 SDK.
Torque Owner Brian Wells