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3ds max 2010 exporting run through?

by Michael Thalberg · in Artist Corner · 01/01/2010 (4:37 am) · 9 replies

I've posted a few times in another thread about this, but i just thought I'd ask in my own instead (I've got a few issues to address).

Currently I'm trying to export my max models to a torque game (Blockland), and the exporter seems to work OK except for a few things. For one, I don't require bounds on my scene. I'm wondering if there's a way to export without them.

Secondly, the exporter is exporting the bones as part of the mesh, and are actually showing the bones ingame. How can I go about fixing this?

Finally, is the dts exporter PRO available for max 10? Is it worth my time reverting back to max 9 for a while? I've tried almost all the exporters I could get my hands on, for all versions (Including dts exporter PRO, which gives me errors in max 10) and none of them seem to work for all my needs.


Thanks for assistance with my novice problems,

Michael Thalberg.

Edit: I just thought I'd add that I'm currently using the "max2dtsExporter2010", in reference to the first two questions.

Also note that I can only use my exported models if they're dts 24 or below.

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#1
01/01/2010 (4:32 pm)
Bounds: it's not a "feature" to remove/OR/use per your needs, but rather a requirement.

I am not sure I understand this: "the exporters do not seem to work for all your needs".
- ..what do they lack ? ..what is wrong with them ?
#2
01/01/2010 (5:46 pm)
Well now it just falls down to the bones being exported at part of the mesh

Also, the only reason I asked about removing the bounds is that they're not a requirement for me (Game wise).
#3
01/01/2010 (7:01 pm)
have you read the docs for 3dsMax DTS exporting ?
http://www.torquepowered.com/documentation/artist
#4
01/01/2010 (8:54 pm)
Well I had before, and I just read over them again. I only have one more problem remaining.

How do I flat-shade for torque in 3ds max?

Thanks
#5
01/02/2010 (3:58 am)
I've just been asking about the flat-shading on a 3ds max community forum, and they seem to think that the exporter causing the problem I'm having with flat shading.

Does the max2dts 10 exporter have issues with exporting flat shaded models?

Is there another exporter I can use that includes this? Just without flatshading, my models are near useless ingame.
#6
01/02/2010 (9:31 pm)
Michael,
The regular DTS exporter forces a smooth group onto a model that does not have specified smoothing groups. This must have saved time for the modelers in the age-of-low-poly developing as it is annoying for modern development IMO.
The DTS Pro exporter has been extended to use specified normals if they are set, however, there is not a Max2010 version as of yet...and I am not sure if anyone has ever used that code beyond the extender himself "Fyodor". He has given me his project files..and I remember attempting a build for 2009 and 2010 but I do not recall the result.
- I told someone else that I planned to look into this sometime soon..sooner if time allows. Sunday evenings are usually a good time for me to do things like this.

Be back tomorrow.

#7
01/02/2010 (10:04 pm)
Alright, the sooner the better.

Thanks for your help.
#8
01/03/2010 (3:42 am)
Just another quick question, my model (ingame) is using the bounds shape to create the shadow .. instead of the actual object.

How do I fix this?
#9
01/04/2010 (3:50 pm)
A bounds box should not create shadows, a collision volume will.
//------------------

With this exporter, you need to edit your normals via the edit normal modifier(this does not force out information on cleared smooth groups).

torque.abigholeintheweb.com/public_system/artists/exporter_related/max/dtspro_ex...