Game Development Community


#1
05/25/2003 (7:27 pm)
you don't
#2
05/26/2003 (2:04 am)
Hmmm. Let me put it this way ... the .DTS files are "compiled" and/or exported files from your 3D Graphics utility.

Lets say you want a ball to exist in Torque. First, you make a ball in 3DSMax (ball.max) or MilkShape3D (ball.3ds) then you "export" it, using an exporter that comes with Torque SDK, and the output file will then be ball.dts.

You then fire-up your TGE game, open the World Inspector/Creator and add ball.dts to it. You then make the engine recalculate lighting and your done. A TGE game with a ball.

So I agree with Anthony's answer: you don't

:P

Alex

P.S.
I would suggest downloading the TGE Demo: RealmWars. The World Creator is available when you start a game (specifically, open a mission) and pressing F11. Hope this helps. :D
#3
05/26/2003 (7:50 am)
use the Torque "Show" tool to look at mesh, w/o using the editor, refer to the Max Docs to learn how to set up a exe shortcut
#4
05/26/2003 (8:17 am)
Jeff, why don't you tell us what you're trying to do? You're probably choosing the wrong way to do it.
#5
05/26/2003 (10:28 am)
I am trying to modify the .dts file, cause I am having trouble using all this .dts exporter junk.
#6
05/26/2003 (11:01 am)
You wont be able to modify the .dts file in a 3rd party program or anything. You need to have the .max or .3ds or whatever program you made the model in filetype. If you want to get really fancy, for technical reasons, you can "modify" the .dts model once it is loaded into memory in the engine, but that's not what you want.
#7
10/03/2003 (6:01 am)
Can you modify a mesh's geometry after it's loaded into Torque? If so, what would be a good process of doing this?
#8
10/03/2003 (6:27 am)
Look into TSShape.

Editing DTS files isn't so hot because they're optimized for fast loading and efficient data access, not malleability.
#9
10/03/2003 (7:35 am)
@Jeff,

Look in the shape code for details on how to read the DTS files. good starting points are ts/tsShape.cc and ts/tsMesh.cc
Also look at the milkshape exporter source. That is also a useful tool in understanding the .dts files.
#10
10/08/2003 (10:03 pm)
Whew.. better get used to using "exporter junk". Its what game development is all about, especially when you are using proprietary tools with no community, unlike the GG community.
#11
05/29/2004 (12:48 pm)
Anyone know if there is a way to read something as simple is at the location of the origin of the object in relationship to the object's defintion. (I have a tutorial i implemented that has a rotate function for objects but seems to be rotating around a strange axis and im trying to figure out where the z axis is in the objects im rotating.)

Or is there a better way to do that? :D