Game Development Community

Building.dts

by DejaBlue · in RTS Starter Kit · 11/22/2004 (7:37 am) · 4 replies

Is there anyway to get the resource file of the building.dts? like in a max format since i cannot import dts into max. i am trying to make my own buildings but need a starting area. i can dissect just about anything if i can see the file. am wondering how the file is made ( nameing of parts, dummy objects and such) also how the animation was made. is there anyway either thru email or posting the building.max file?

#1
11/22/2004 (8:20 am)
There is nothing rts specific in regards to the building. It simply has a build, an idle, semi idle and unbuild sequences.

It would be much better to simply read the TGE docs on how to make an animated dts object rather then scavenging through the source file for the building.
#2
11/22/2004 (10:29 am)
Some people learn more from reading some learn more by hands on. i can look at a max file and see how things was done i can see naming of items (bounds and such) and see how it was put together much more then i could read . everyone learns differently just the way i am
#3
11/22/2004 (5:02 pm)
Actually, I have just finished making a building that works in game. A bounds box or collision mesh isn't needed at all. I am assuming they track hits on an object not by an accurate shot like in the fps starter kit, but what the user has selected (More or less an automatic hit.) or something similar.

Making buildings for this kit is rather easy. Model, texture, animate with a wee little bit of scripting and that is it. I am quite impressed. :)

You can name the animations anything you like, but so I could drop my building in and test it quickly, I named the animations the same as what the original building.dts had. Worked like a charm!
#4
11/22/2004 (6:13 pm)
Check out server/scripts/building.cs and see the bounding box mentioned in the datablock ;)