Game Development Community

Building as DTS

by Firas · in Game Design and Creative Issues · 01/16/2005 (12:47 pm) · 16 replies

Can anyone tell me what kind of problems will happen If I make all the buildings using maya and export them to DTS not dif?

#1
01/16/2005 (1:55 pm)
The game will run REALLY slow. The polies don't affect building-fps rate, rather the collision detection.
#2
01/16/2005 (11:38 pm)
Are you trying to say that there wil bo no collision detection for the objects if I export it using the DTS?
#3
01/16/2005 (11:42 pm)
No, it's that DTS shapes have a far more processor intensive collision detection routine that DIF ones do. That and DTS shapes have a tendency to render incorrectly if their center gets too far away from the camera close up to the shape.
#4
01/16/2005 (11:56 pm)
Ok then is there any way that I can export my models from maya 6.0 to dif files or is there any way to move them (maya buildings) to quark or worldcraft ?
#5
01/16/2005 (11:58 pm)
This might be what you're looking for.
#6
01/17/2005 (12:02 am)
I try this before but it will not work with maya 6.0 and I dont have maya SDK?
so is there any onther idea?
#7
01/17/2005 (12:08 am)
Then I think you're sunk as far as Maya goes. Sorry, but you might just have to redo everything you've already done in QuArK. But wait until someone more knowledgeable than I in these aspects comes by....
#8
01/17/2005 (10:58 pm)
Quote:Can anyone tell me what kind of problems will happen If I make all the buildings using maya and export them to DTS not dif?

- You will have to manually set up all collision surfaces.
- DTS can only be parented to 8 convex collision meshes.
- Collision detection/processing will not be as efficient as DIF.
- Rendering (frustum-culling) will not be as efficient as DIF.
- You will have to add (code) multiple UV channels to DTS to support lightmapping.
- You will not really be able to use dynamic shadows for two reasons:
- 1.) There will be a performance hit for using dynamic shadow on a static DTS.
- 2.) It will not self-shadow the mesh (unless you use the Lighting Pack).
#9
01/18/2005 (9:08 am)
Thanks Will

but how can I solve this problem I down't like Quark or world craft is there any way that I can move my models from maya to worldcraft or quark??
#10
01/18/2005 (9:36 am)
All licenses of Maya come with the SDK. It is a custom install option, so all you need to do is pop in the CD and install it.

The only way to get shapes from Maya into Quark/Hammer/etc is to export them as .map files using the Maya2Map export plugin. In order to use the plugin with Maya 6, you will need to recompile it for Maya 6 using the SDK.

The only other option is to suck it up and work with Quark or Hammer.
#11
01/18/2005 (1:34 pm)
Alternative option:

Tom Spilman's CS4 straight-to-DIF export plugin. (This is a new plug-in, still in beta as of this week.)

Try the CS4 demo here.

I don't know what the import capabilities are for CS4, but maybe you can import your buildings from Maya6 into it, and from there into Torque.

I'm still waiting to get my copy of CS and test this plugin, so I'll tell you how it works with Maya when I get it, Firas. :)
#13
01/19/2005 (2:04 pm)
Thanks guys I will test your files tonight

thanks agine
#14
01/20/2005 (12:53 pm)
Hi Firas,

I just got Cartography Shop and the new beta plugin (for DIF) I mentioned above and they both work great so far, except for some small issues.

Seriously, I doubt there could be *anything* easier than this... :) It's just so easy to make stuff and instantly have it in the engine. (I can make a complex building/interior and drop it into Torque in less than a minute.)

Save yourself from further headaches -- check this out!
#15
01/21/2005 (11:52 pm)
Thanks will for teh advice
but I'm thinking to buy this software after version 5 is release

I don't wont to pay for ver. 4.1 then pay agine for ver. 5

but I will download the demo a give it a try.
#16
01/24/2005 (12:41 pm)
Cool.

I think you get like $20 off or something for upgrading...?? Also, if you get the current version, the time spent learning how everything works (the whole pipeline) pays for itself by the time you can upgrade at the discounted price... version 5 wont be out until late 2005 I think...