Game Development Community

DTS Exporter FAQ?

by Logan Foster · in Artist Corner · 01/15/2002 (7:15 am) · 11 replies

I am sure most of you have heard the good news that Tim Gift is currently "web-izing" Joe Maruschak's awesome DTS Exporting Tutorial. As an accessory to the tutorial I am creating a list of FAQs regarding DTS Exporting from Max.

I have already compiled quite an extensive list of questions (and answers) that have been asked here on the forums or on the GG IRC channel, but I think there is room for some more before I release the first (of what is likely to be many) iterations of the document :)

Bring forth your questions.

Logan

#1
01/16/2002 (4:26 pm)
my fist question for the FAQ:
where exactly can I find Joe Maruschak's awsome DTS exporting tutorial? doesn't seem to be in the resources section...maybe I'm looking in the wrong place tho....

or is it simply not available yet since it's being "web-ized?"

anyhow the FAQ is a great idea!
#2
01/16/2002 (5:19 pm)
Dont think its ready yet. Nice models on your website Mr. Foster :)
#3
01/17/2002 (10:26 am)
I just checked Amazon.com. Couldn't find it. Had my credit card ready, too. ;)
#4
01/17/2002 (10:30 am)
I think it would be a good idea to expand on the thought of exporting the models and animations, to include such topics as how to add/adjust sounds and insert/edit model effects (muzzle flash, etc.) I know that this last area revolves around coding issues, but as an artist (primarily) I would be interested in understanding how the engine applies the various effects to my models/animations.
#5
01/17/2002 (10:53 am)
I'm interested in knowing more about what texture effects can be applied from 3DS Max to the DTs export, mostly things like environment maps, glows, lighting, etc. Since it doesn't look like you do any kind of specific texture effects in Torque itself, I figure its done in Max, and exported out with the info.

Any ideas?

Thanks
#6
01/17/2002 (12:27 pm)
Jerane, good suggestions, I already have them included in the FAQ. But since you are asking here's my response:

I don't know about self-illumination (hopefully Joe can give us an answer if this is possible or not), but Environmental Reflection, Opacity, and Bump Maps are controlled through the material.

#7
01/17/2002 (6:34 pm)
Just a note about bump maps. These were stubbed in back in the day but I am fairly sure that they were never fully implemented in the engine.

Opacity and Environment maps work as Logan had described.

Hmm, Self illumination. Don't know about this.

We had this working along time ago but I don't remember if it was implemented in the engine.
#8
01/21/2002 (7:14 am)
The exporter docs are still in the process of being converted to html. There are 64 pages, with images and supporting files, it is going to take me at least another day of solid work. Hold in there, Joe did a tremendous job, they are worth the wait.

--Rick
#9
01/27/2002 (12:14 am)
Aiyaaah!

Still having trouble with environment mapping...I changed the appropriate field in pref.cs, but cannot find the clientprefs.cs described in Joe's Max tutorial. I'll keep looking ;)

I did have another question that might fit into the FAQ...adding particle FX to models. Not the actual effect, but how to make a model able to use FX you create in scripts.

Also, maybe an entire list of the texture FX you can export with your model. I wanted to try some specular lighting FX, blending textures and such...doesn't seem to work. So I just want to know what I can and can't use ;)

Thanks for the previous help too!
#10
01/27/2002 (5:24 am)
Jerane to get the environment mapping working you will have to add a line to "your model". cs in the server/scripts folder.

If you just add
emap = true;

the environment stuff should work
#11
01/27/2002 (7:30 am)
Hey There ;)

Tried that, and no luck. I took out the .DSO to be certain, and no luck ;(

I'll keep at it...I might have forgotten something...somewhere...

Thanks anyway!