Game Development Community

Scn2dts errors

by Frogger · in Artist Corner · 03/15/2004 (12:26 pm) · 23 replies

I have been modeling in Truespace 5.2 for a while now, and every time I try to export scenes into dts, then put the models into my Torque mission, I get errors, and Torque crashes. I'm using Mr. McLeod's exporter (the one for version 5), and have been following his and Mr. Southard's work.

Here is the log message that I get in the exporter:

Initializing

ENUMERATING SCENE

***************************************************************************
Adding Root Node.
--Texture Filename: C:\trueSpace5\Textures\Dmndtile.tga
--Texture Name: Dmndtile
**Processing node Solid,2
--Building Mesh: Solid,2
Model not triangulated -- Aborting export.
--Texture Filename: C:\trueSpace5\Textures\Wood1.bmp
--Texture Name: Wood1
**Processing node Cylinder,1
--Building Mesh: Cylinder,1
Model not triangulated -- Aborting export.
Writing DTS

...Fini

Any help from the creator, or people who have sucessfully completed it, would be quite helpful. BTW, I'm using Release 1.2.1(i think) of Torque.

Oh, and if anyone from GG is viewing this, please update the revision list in the documentation on CVS at the bottom of the page. I had to look at the other one, which is kind of confusing, especially for beginners (sorta like myself).
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#1
03/15/2004 (12:38 pm)
Looking at the log you're showing, it looks like you need to triangulate your models before you export them. DTS is a triangle-based format, and so it won't handle polygons like trueSpace does. Also, the exporter does not convert the object to triangles for you, so you need to do that yourself. Hope that helps.
#2
03/15/2004 (12:48 pm)
I'm kind of confused on how to triangulate? is it a button, or do i have to edit my models? Thanks for the response, so quickly.
#3
03/15/2004 (12:53 pm)
Use the Triangulate button. Be advised that once you do that, you'll want to reevaluate your model's geometry to make sure that tS didn't make more triangles than necessary unless your object is made of all quads.

You can also build your models from scratch using triangles, but that's harder, and I myself use the triangulate button and then trim down from there.
#4
03/15/2004 (12:59 pm)
Sorry for acting kind of stupid, but what toolbar might that be on :P . (Remember: I just started using truespace)



EDIT: or even a description of what it looks like
#5
03/15/2004 (1:04 pm)
You'll want to consult your manual for that...
#6
03/15/2004 (1:05 pm)
Oh, ok, will do, thanks for the excellent support!
#7
03/15/2004 (1:28 pm)
GRR! When adding, I get TsMaterialList::getFlags:index out of range, then crashes. sorry, i just really want to complete this!


any help would be nice!!!
#8
03/15/2004 (1:30 pm)
Whoops! i think i need to add a material on it.

OK, now i have added the texture with the dts file into the shapes folder, I go in, and it crashes again.

at the very end of the console.log file i get:

...

Loading compiled script common/editor/editorRender.cs.
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
#9
03/15/2004 (4:00 pm)
*BUMP*
#10
03/15/2004 (4:08 pm)
Does that texture exist?
#11
03/15/2004 (4:12 pm)
No, this just doesn't make sense...


Madcap, please get on and reply!
#12
03/15/2004 (4:22 pm)
@kuhles: Chill. You're using something that's free, so don't expect people to jump to your aid in a few hours when they might not be in front of their pc. Besides, that exporter is very old, and he hasn't updated it in a while, so your odds of getting support on something that may or may not be abandoned is up in the air.

The log is stating that it can't find that texture file. However, that might not be the problem. What's the resolution of your texture? If it's not a square, power of two texture(ie, 32x32, 64x64, 256x256, etc), then that's why you're demo is crashing. TGE dies *hard* on textures that aren't done right, even though a rendering package like trueSpace doesn't care. Even if it's 256x257, TGE will crash on it. Happens to me when I forget to resize a texture properly, so it's no big deal.
#13
03/15/2004 (5:36 pm)
Sorry that i was acting like that, i just wanted to get it done real quick, anyway, the texture acts really weird in Torque. And by the way, were you saying there's a better one? by all means, please tell me where it is, now that I know partially what i'm doing....
#14
03/15/2004 (7:36 pm)
What do you mean when you say "really weird"? Depending on how it's acting, it could be anything from the texture to an issue with the exporter, or something else...

As for the more advanced exporters, an announcement should be coming up in the next few days, so stay tuned. I don't know specific days, though I can say that it's a nice exporter with a lot of features.
#15
03/15/2004 (7:50 pm)
Well, when I view the model (in this case, a cylinder), the closest edge is transparent, and I see the texture on the further faces directly across (viewing from the vertical side). When I go around the model, it continues this, so it doesn't matter where you look at it, it looks like this. if you look at it from the top, you just see the texture in a large ring around the outside (hope that's specific enough).

I'm really excited about this new exporter. If it doesn't work correctly, I might just get your MapExporter.
#16
03/15/2004 (7:56 pm)
What you're seeing are the normals inverted, which now that I remember it, was something I ran into early on. I don't remember if it was fixed or not, but either way, it's an easy fix inside tS. Just hit the "flip normals" button, which makes it look inside-out within tS, and it'll export right-side-out in TGE. Keep that in mind when using that exporter.

On the other note, I think you're confusing Shane's DTS exporter with my mapExporter plugin. They do different things. Mine is used for exporting objects to the .map format used by TGE needed for conversion into DIF interiors. And if you need to make interiors, that's the plugin to get(also comes with interior modelling tutorials to help you out). Shane/Mark/Matt's plugins all export DTS objects, which are used for rocks, players, weapons, vehicles, etc. Everything *but* interiors. The two plugins are complimentary, or else I wouldn't be helping you to use the competition's stuff ;)
#17
03/17/2004 (7:56 pm)
Whoops, I'm very sorry I missed this, been insanely busy at work. Thanks alot Ted for helping the guy.

Anyway, I would abandon my exporter if I were you. It was barely Alpha and hasn't been fleshed out. I pretty much dropped it when I heard news that an exporter was going to be delivered with gameSpace and that Mr. Mark Owen was developing one that was a bit further than mine.

Well, time has passed and Mr. Owen's exporter is outstanding. I use it myself. So, I would replace my exporter with his.

Go here to find out more
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4728
#18
03/30/2004 (3:05 pm)
Sorry, but it doesn't work. I'm using TS 5.2 . Although if you wanted to make it availible for me, I'd be grateful :) . Does your exporter support vehicles?

EDIT: Pardon my manners, THANK YOU!!!!
#19
03/30/2004 (3:37 pm)
I'm sorry, but I'm not sure what you mean.

Do you mean that Mr. Owen's exporter doesn't work with TS 5.2? What is the error or behavior?


I'm afraid my exporter is rather weak and doesn't support vehicles, mount points, or animation.
#20
03/30/2004 (4:08 pm)
I would guess. All it says is "specified procedure could not be found". I wonder what the differences are between the different SDK's for plugins...
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