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dae2dts.exe

by Memorywipe · in Torque 3D Beginner · 11/24/2013 (10:39 am) · 9 replies

I've searched my entire Torque3D folder and I cannot find Dae2dts.exe, where do I get it so I can import my characters and animations into T3D?

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#1
11/24/2013 (10:22 pm)
T3D will automatically import DAE files.

Read the documentation - it's under Artist Guide > Tutorials > Adding Objects to Level.
#2
12/06/2013 (10:34 am)
But it won't import the materials so my shape (cow_LD.dae) has no hide (colorOpacitycow.png). The dae2dts.exe had an option to create a materials.cs file that T3D can read. Is there any way to get the exe file?
#3
12/06/2013 (12:10 pm)
The source is located in <Torque3D>/Tools/dae2dts if you checked T3D out from GitHub.

Sounds like the texture paths are "wrong" in the DAE file. Chances are they are hard-linked to the original texture files and Torque doesn't like files outside of the game's folder structure. Worst case you could manually (or write a script utility to) fix the paths in the DAE - COLLADA is a text xml format after all (assuming you're not using some binary variant).
#4
03/07/2014 (11:28 am)
Truth to be said, I hate that everything is so cryptic here. I cannot compile the Dae2Dts converter myself since I get library errors during compilation. Bothers me.

EDIT: While we are at it, can someone just compile the dae2dts and upload it somewhere? A process of around 5 minutes tops.
#5
03/07/2014 (1:22 pm)
You don't need it - just put your shapes in the art/shapes folder structure somewhere, then from the meshes tab find it and create it from the .dae - it will pop up an import dialog....
#6
03/07/2014 (1:22 pm)
And while I'm at it - The documentation is available for your edification....
#7
03/07/2014 (1:37 pm)
The engine crashes and messes up the rigidShape script if it is not a dts file. It works with all but the cached dts files.
#8
03/07/2014 (1:45 pm)
DONT MIND ME - Got it working. You cannot modify the BounceBoulder datablock with dae files, then it crashes. So make a new RigidShape DataBlock, call it whatever you want, and select your Collada (.dae) shape in the "Render" section. Now you can spawn your object in the world in the Scripted tab in the Object Editor! Handy! :-)
#9
03/07/2014 (6:23 pm)
Edit: This is how you appearently add rigidbody shapes. Got a Little too into it. Static shapes Can be added like normally. Meshes tab > import. Sorry about that.