Original 3DStudio model position
by Luis Anton · in Artist Corner · 10/23/2003 (9:38 am) · 7 replies
Hi!
I'm importing a quite complex model from 3DStudio (a real street of my town). I would like to know how to use the original position that was being used in 3DStudio, because everything should appear in Torque as it was modelled. However, given how the Torque editor imports, the model doesn't appear where it should be. There are two possible options: import each building individually, with their bounding box and collision box (that's what we are doing now), or importing the whole street as a single model, which would be easier. However, what would happen with the bounding box with this second option?. How do people create complex scenarios like this one?
I'm importing a quite complex model from 3DStudio (a real street of my town). I would like to know how to use the original position that was being used in 3DStudio, because everything should appear in Torque as it was modelled. However, given how the Torque editor imports, the model doesn't appear where it should be. There are two possible options: import each building individually, with their bounding box and collision box (that's what we are doing now), or importing the whole street as a single model, which would be easier. However, what would happen with the bounding box with this second option?. How do people create complex scenarios like this one?
#2
10/24/2003 (2:05 am)
Wow! Our modellers will cry when I tell them how to do it! X'D Isn't there a simpler solution? Ok, we will try what you say, but I find it hard to believe that the DTS export utility doesn't include the original position and rotation in the models if you wanted to! :( How do people create complex scenarios? The Torque Mission Editor isn't precisely the best tool I've seen! I have to place about one hundred buildings exactly where they should be!!
#3
10/24/2003 (4:57 am)
Well from what I understand, each object can only have a limited number of collision meshes. Due to that limitation it would be impossible to create a huge complex object like you descrie with accurate collision. You'd have to seperate all the objects to get accurate collision.
#4
I am not sure why your doing this way but from experience with all those DTS / collision models in the scene your gonna have trouble keeping a good framerate. I hope your not trying to use a vehicle with all that cause your gonna alot problems there. Unless you start rewritting code. Or maybe you already have.
Sorry I don't make the rules I just try to find ways around them.
Matt
10/24/2003 (5:26 am)
The best way is the second way if you got that much to do. Torque isn't the engine for exporting large scenes out MAX. Its terrain based engine that handles interior BSP objects. DTS objects are generaly small static shapes or character/vehicle models , not level geometry. You do have full source code so you could change that. Or if your modeller is a decent scripter he could write a script that could batch proccess all the objects in a scene (via export selected). And you could even write in some kinda tool that would build simgroup out of all your objects. NOT sure about that though. I am not sure why your doing this way but from experience with all those DTS / collision models in the scene your gonna have trouble keeping a good framerate. I hope your not trying to use a vehicle with all that cause your gonna alot problems there. Unless you start rewritting code. Or maybe you already have.
Sorry I don't make the rules I just try to find ways around them.
Matt
#5
10/24/2003 (6:54 am)
I'd suggest adjusting the large bounds in a subobject mode (vertex, etc) so it fits the model better. The pivot should stay in the same position that way, so I'm pretty sure it'd have the same offsets ingame. The bounds is used as a quick collision check, so if you're constantly in the bounds, its gonna keep checking the more detailed collision mesh, which'll hurt your fps.
#6
But you should not be using 3ds for making interiors. Or LightWave. Use Quark. It's the right tool for the job...
10/24/2003 (11:26 am)
Matthew's idea is pretty good. It would be trivial to write something to autogenerate a mission from a 3ds scene.But you should not be using 3ds for making interiors. Or LightWave. Use Quark. It's the right tool for the job...
#7
10/26/2003 (12:50 pm)
But we are not doing 'interiors', we are building streets :m I'll have a look at Quark, anyway.
Torque Owner Matthew Jones
What I did was build the whole map in max collision and bounds for every part I planned on seperating.Then I went in and made a block with real small texture (16x16) with opicity and used it to mark the pivots of all the BOUNDING boxes for each seperate peice. Then I slowly saved off (Save Selected) individual parts and worked them through the exporter one at a time.
Then I replace the MARKER texture with one that had no Alpha channel so the markers would show up. Then I loaded each peice and placed them accordingly. This was slow but I think as far memory load goes it was a little lighter then the nexyt method I used:
The next time I did it I built the whole map again with collision. I wrapped all the objects in one bounding box. The when I used "save selected" I included the one bounding box with each model. Then I exported and loaded it into the engine. BAsically everything will load exactly where it belongs. Your model is always load in proportionit space with its bounds. So if it off to the left in MAX it will be off to the left in TGE. The bounds will then will be the part that moves position. Oh ya when your bringing your stuff in TGE through "World Editor Creator" drop the menu on top that says "World" and set the whatever it is to "Drop at Origin.
This way seemed to give me lower frame rates when fly through so I think it was heavier.
But If you don't need the terrain you can delete out of the MIS file and that will kick your speed up.
Hope it works out for ya.
Matt