dts format specifications?
by Joseph Hocking · in Torque Game Engine · 10/24/2001 (7:08 am) · 5 replies
Hello! My team and I are planning to use Milkshape to create models and animation for our current project.
I have read through older threads that refer to an exporter for Milkshape. However, I was disappointed to find that a)the exporter is far from finished, and b)work on the exporter is apparently stopped.
Therefore, I would greatly appreciate specs and/or any other knowledge of the dts file format. Programmers on my team are planning to write an export plugin for Milkshape to write data into dts format.
-Joseph Hocking
Xmachina Studios
I have read through older threads that refer to an exporter for Milkshape. However, I was disappointed to find that a)the exporter is far from finished, and b)work on the exporter is apparently stopped.
Therefore, I would greatly appreciate specs and/or any other knowledge of the dts file format. Programmers on my team are planning to write an export plugin for Milkshape to write data into dts format.
-Joseph Hocking
Xmachina Studios
About the author
#2
10/24/2001 (8:04 am)
I remember asking rick in the chatroom about that and he said torque supports several formats but damned if I can figure them out. You are right though. I wish you could just drop in a .obj or a .3ds file and go at it from there.
#3
As for a single format to support all models there have been several attempts, however business pressures and new technological developments keep pushing the bar higher and stretching what the developers can do.
A low level common format might be possible, but most game developers want to be able to use the latest features of the newest packages - if they can find a way to get them to work in realtime in their game. Its a competitive advantage to be able to use Max 4 or Lightwave 7 features in your game.
So while I would cheer mightily for a common format that would export models, animations, and textures between Maya, Max, Lightwave and Torque I don't see it happening... But boy if it did... :)
10/24/2001 (8:28 am)
Each of the different formats has strengths and weaknesses when it comes to writing code to allow it to render or animate. The different formats also represent advances in the lighting, shading, rendering, and animation of objects. Programs like Max and Lightwave can do things that can be sent to film that could never be rendered in realtime. Low polygon modeling is an afterthought to their marketing schemes. When a developer writes an exporter for Max or Lightwave to let you use it as a low polygon modeler he is taking it out of the realm where it is primarily used - video production - and moving it into a new realm where it is not as suitable. It's like calling in a brain surgeon for a head cold. He can handle the problem but it's not where his strengths are.As for a single format to support all models there have been several attempts, however business pressures and new technological developments keep pushing the bar higher and stretching what the developers can do.
A low level common format might be possible, but most game developers want to be able to use the latest features of the newest packages - if they can find a way to get them to work in realtime in their game. Its a competitive advantage to be able to use Max 4 or Lightwave 7 features in your game.
So while I would cheer mightily for a common format that would export models, animations, and textures between Maya, Max, Lightwave and Torque I don't see it happening... But boy if it did... :)
#4
10/24/2001 (9:59 am)
Er, not to stifle lively discussion, but could people perhaps stick to the thread? My original question was about specs for the dts format, not why various 3D formats are necessary.
#5
10/24/2001 (3:44 pm)
There aren't any specs at the moment, besides the code itself.
Torque Owner Ace