DarkIndustries DTS exporter examples
by Danner Jones · in Torque Game Engine · 10/03/2004 (10:34 pm) · 9 replies
I'm about 75% done with a pretty hefty document to help out users of GameSpace and the DTS Exporter. I'm covering simple GameSpace requirements (object names, groups, etc.) as well as a range of examples (simple box, box with collision, animated box, box with bones, texture properties, billboards).
So far the document (Word 2000) is around 285k zipped without the sample files (another 50-100k). Before I get too far, I was wondering if GG will host this or if I'll have to host elsewhere. Another option might be to split the examples into individual resources, though I'd really rather not do that if I can help it.
Thanks,
ner
So far the document (Word 2000) is around 285k zipped without the sample files (another 50-100k). Before I get too far, I was wondering if GG will host this or if I'll have to host elsewhere. Another option might be to split the examples into individual resources, though I'd really rather not do that if I can help it.
Thanks,
ner
#2
10/03/2004 (11:02 pm)
I'll host it if you need.
#4
10/04/2004 (7:26 am)
I would like to see it.
#5
Awesome! It'd be great to have some good DTS exporting documentation. Very exciting.
Please email me, joshw@garagegames.com, when you get a chance. If you have a preview available, I'd love to take a look, and I'm sure we can figure out hosting.
Very, very cool. :D I love to see stuff like this. To anyone else reading, if you're creating a guide, tutorial, reference, article, or other kind of write-up, please contact me any time to bounce around ideas, talk about where to take things, or to get some assistance.
10/04/2004 (8:49 am)
Hey Dan,Awesome! It'd be great to have some good DTS exporting documentation. Very exciting.
Please email me, joshw@garagegames.com, when you get a chance. If you have a preview available, I'd love to take a look, and I'm sure we can figure out hosting.
Very, very cool. :D I love to see stuff like this. To anyone else reading, if you're creating a guide, tutorial, reference, article, or other kind of write-up, please contact me any time to bounce around ideas, talk about where to take things, or to get some assistance.
#6
The documentation for the v2.0 exporter seems to make a lot of assumptions, primarily that you've successfully used the 3DSMax exporter, which I haven't.
The v1.0 exporter seemed far more straightforward to use and, since everything was set up in layers, didn't require the extra dummy objects/markers (the usage of which still isn't quite clear to me). Not sure why they decided to make it like the 3DSMax exporter.
Anyway, I for one am looking forward to seeing what you've got! Hope to see it soon!
Kevin
10/11/2004 (1:51 pm)
Dan, some examples would rock! =)The documentation for the v2.0 exporter seems to make a lot of assumptions, primarily that you've successfully used the 3DSMax exporter, which I haven't.
The v1.0 exporter seemed far more straightforward to use and, since everything was set up in layers, didn't require the extra dummy objects/markers (the usage of which still isn't quite clear to me). Not sure why they decided to make it like the 3DSMax exporter.
Anyway, I for one am looking forward to seeing what you've got! Hope to see it soon!
Kevin
#7
I threw together a fairly simple example along with a gameSpace/trueSpace project folder (with dts-specific helper objects and materials, etc.) that Pat AfterMoon was kind enough to host for anyone who wants to grab it. It also contains a tsx I quickly hacked together that removes the need to export/import to the .x format (for scale normalization).
The thread here has the link to the file and some more info about it.
It pales in comparison to what it sounds like Dan's putting together (can't wait to see it!) but it might be useful as a starting point while he puts the finishing touches on his stuff. :)
10/11/2004 (2:26 pm)
Kevin (and anyone else interested),I threw together a fairly simple example along with a gameSpace/trueSpace project folder (with dts-specific helper objects and materials, etc.) that Pat AfterMoon was kind enough to host for anyone who wants to grab it. It also contains a tsx I quickly hacked together that removes the need to export/import to the .x format (for scale normalization).
The thread here has the link to the file and some more info about it.
It pales in comparison to what it sounds like Dan's putting together (can't wait to see it!) but it might be useful as a starting point while he puts the finishing touches on his stuff. :)
#8
Kevin
10/13/2004 (10:45 am)
Thanks, Luke! That's definitely some helpful stuff, especially the tsx (seems like the tsx could be integrated into the exporter?).Kevin
#9
10/13/2004 (7:22 pm)
Well, the scale normalizer isn't perfect (I don't fully understand how trueSpace keeps track of arbitrary non-uniform scales and axes rotations, hence the one known bug), and I think the DarkIndustries guys are spending some well-earned time working on their projects right now.
Torque Owner Joshua Dallman
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