Game Development Community

Help with dts exporting using 3ds max 6

by Todd Johnson · in General Discussion · 06/09/2004 (10:41 pm) · 10 replies

I have a simple question concerning 3ds max to dts exporting. I am making a simple player. All he is made with is Standard Primatives. Simply a sphere for a head, and the neck, body, arms and legs are all cylinders. Nothing special by no means, and I have them all connected in the schematic with the body being the parent and the rest children. The reason I haven't went into detail with this character is because it keeps giving me an error whenever I try to transfer to dts format. I have the bounding box correct along with the name "bounds" but it keeps telling me there is an "unexpected material type on node". I followed the instructions of the documentation you provided and could not find the remedy to this. Can someone help me out or explain the proper way of exporting to an dts format?

#1
06/10/2004 (4:40 am)
The exporter that features Max 6 is not supported nor reported stable/finished. I've NEVER had it work, other people have reported that it DOES WORK - you take it from there :)

Hope that someone can give a better answer, I honestly don't know.
#2
06/10/2004 (7:00 am)
Todd, an 'unexpected material type' literally means what it says. You have a material that is assigned to your object that the exporter doesn't know how to use. The DTS Exporter only supports the "Standard" and "Multi/Sub-Object" material types from within Max. Anything else and the DTS Exporter will spit out an error such as the one that you are seeing.

Logan
#3
06/10/2004 (6:59 pm)
Thanks for replying so quick. I didn't know there were any unsupported materials for the dts exporter. Thanks for your help and sorry again for posting twice yesterday. I wasn't sure if the first thread was the correct place to post that comment so I started my own and forgot to delete the first post. Again thanks for your help.
#4
06/13/2004 (10:06 am)
I have fixed the following thanks to you guys but I have another question that I can't find the answer to on the tutorials you've given. When I create a sequence and I save it to a dsq file, it says in the tutorials that I need a .cs file also. How do I go about saving to a .cs file? The tutorial explains that during runtime it should create one but it isn't doing so unless I am doing something wrong again =\.
#5
06/13/2004 (7:01 pm)
Anyone have any ideas on this one?
#6
06/13/2004 (7:08 pm)
A .cs file is just a text file. You can use any text editor to write it. Make sure you save it using the same name as your dts shape and then add a .cs extension (i.e. myShape.dts and myShape.cs). The contents of the .cs file should be structured similar to the one in the Configuration File section of the Max2DTS docs.
#7
06/14/2004 (8:19 am)
At this moment I believe I have the .cs file written correctly. I am trying to animate the movement for a ball being throw, which is just a ball spinning. But when I save the file as a dsq and pull it up in the Show Tool it shows the ball but it is not moving, nor is there anything in my thread list. Here is how my .cs file is written.

datablock TSShapeConstructor(BallDts)
{
baseShape = "./ball.dts";
sequence0 = "./ball_root.dsq root";
sequence1 = "./ball_throw.dsq throw";
};

Here is how my .cfg is written

AlwaysExport:
LB Ball2

All I have the ball_root.dsq doing is sitting there, really no animation. Maybe I am doing the animations wrong but in the max interface it shows the ball animation correctly. And the ball_throw.dsq is just a ball spinning on the Y axis.

Another thing is I always have to delete my .cs file when I make it. When I load the dts it crashes my Show Tool and says that the .tge has encountered a problem and closes. But when I delete my .cs and .cs.dso files it works again but still no animation. I am doing my animations improperly or is there something I am missing?
#8
06/14/2004 (7:14 pm)
I have also redone my sequences and textures with no luck so far. I have added keys and whatnot to the trackview properly also.
#9
06/15/2004 (11:50 pm)
Btw, if i want to move in multiple objects, is group the only way? or there is some other way like make a start02 or something...
#10
06/16/2004 (7:05 am)
Peter you don't have to work with a group, in fact it's not really recommended. What you can do instead is link all the objects that you wish to move to a 'dummy' or some other parent geometry and do all of your transform animations from the parent node. You could also use the attach option of an Edit Mesh or Poly to make all of the pieces a part of 1 node. Essentially there are tons of ways to do what you want to do, most of which are covered in your documenation that comes with your software if you are curious.

Logan