Exporting from Max, please HELP
by Bruno Grieco · in Torque Game Engine · 07/28/2005 (11:47 am) · 11 replies
Guys,
I'm having troubles exporting from 3DS to Torque following the official docs. Currently, I'm using the docs from
http://www.garagegames.com/docs/tge/general/ch08s03.php
Is there a newer version ???
2) Environment Mapping
I'm trying to create a reflecting object following the tutorial. But it doesn't work at all. The $Pref::environmentMaps variable is set to 1 ( I checked it from the console in the game ) but there is no reflection whatsoever.
3) On the Creating Sequence Objects part, it says that there is a "Helper" called "General DTS Objects". I couldn't find it at all.
What it does ? Can it be overriden by actions ?
BTW, using Max 7.
TIA
I'm having troubles exporting from 3DS to Torque following the official docs. Currently, I'm using the docs from
http://www.garagegames.com/docs/tge/general/ch08s03.php
Is there a newer version ???
2) Environment Mapping
I'm trying to create a reflecting object following the tutorial. But it doesn't work at all. The $Pref::environmentMaps variable is set to 1 ( I checked it from the console in the game ) but there is no reflection whatsoever.
3) On the Creating Sequence Objects part, it says that there is a "Helper" called "General DTS Objects". I couldn't find it at all.
What it does ? Can it be overriden by actions ?
BTW, using Max 7.
TIA
About the author
#2
I had the same problems the first time I went through the exporting process. I created a tutorial that walks you through the basics.
torque.smdlabs.com/3dsmaxAnimationSetup.htm
It might help clear up a couple of areas for you.
B--
07/28/2005 (12:59 pm)
Bruno,I had the same problems the first time I went through the exporting process. I created a tutorial that walks you through the basics.
torque.smdlabs.com/3dsmaxAnimationSetup.htm
It might help clear up a couple of areas for you.
B--
#3
1. No these are the most current public docs that are available. TDN will have a much larger, updated and more refined version of the information that is presented in the docs when it comes out but until then what you have access to is the latest.
2. Environemental reflection requires four things:
A) You need to have a 7th bitmap loaded into your sky box DML file. This 7th bitmap on the list is the environmental reflection bitmap that is used to fake a sky like reflection. Please remember the environmental reflections in Torque only reflect this 7th bitmap, not the scene around the model (which is what you can do with TSE).
B) You need to ensure that you are using a PNG file with alpha channel data. The Alpha channel data is used to tell the engine what areas of the bitmap are reflective and how reflective they are.
C) You need to have the reflection map channel active an at a value greater than 0. The spinner also controls how reflective the DTS is so its important to not screw around with it too much. Usually what people will do here is just copy the diffuse map channel information into the reflection map channel so that the exporter can make no mistakes.
D) The prefs value needs to be set like you have already done.
Note: Environmental reflections doesn't work in the 3rd person free camera (ALT+C) that you can activate in torque.
3. As todd has said, its located in the Create Command Panel helpers rollout. Its pretty difficult to miss.
07/28/2005 (2:03 pm)
@Bruno1. No these are the most current public docs that are available. TDN will have a much larger, updated and more refined version of the information that is presented in the docs when it comes out but until then what you have access to is the latest.
2. Environemental reflection requires four things:
A) You need to have a 7th bitmap loaded into your sky box DML file. This 7th bitmap on the list is the environmental reflection bitmap that is used to fake a sky like reflection. Please remember the environmental reflections in Torque only reflect this 7th bitmap, not the scene around the model (which is what you can do with TSE).
B) You need to ensure that you are using a PNG file with alpha channel data. The Alpha channel data is used to tell the engine what areas of the bitmap are reflective and how reflective they are.
C) You need to have the reflection map channel active an at a value greater than 0. The spinner also controls how reflective the DTS is so its important to not screw around with it too much. Usually what people will do here is just copy the diffuse map channel information into the reflection map channel so that the exporter can make no mistakes.
D) The prefs value needs to be set like you have already done.
Note: Environmental reflections doesn't work in the 3rd person free camera (ALT+C) that you can activate in torque.
3. As todd has said, its located in the Create Command Panel helpers rollout. Its pretty difficult to miss.
#4
So it's not the pull-down menu that's on the create tab ?
Have to look further for it.
@Brandon,
Thanks, I've already downloaded all the movies and printed your tutorial. They sound ( and look ) great. But I'm still not at that stage. I'm only trying to export simple shapes. I'm sure they'll come in handy very soon.
@LFoster.
Wow, it sounds really hard to make it work then. Thanks for the info.
07/28/2005 (7:01 pm)
@Todd,So it's not the pull-down menu that's on the create tab ?
Have to look further for it.
@Brandon,
Thanks, I've already downloaded all the movies and printed your tutorial. They sound ( and look ) great. But I'm still not at that stage. I'm only trying to export simple shapes. I'm sure they'll come in handy very soon.
@LFoster.
Wow, it sounds really hard to make it work then. Thanks for the info.
#5
Still having problems with the reflection stuff. I'm using 3DGPAI1 demos which have the scorched planet demo.
According with your checklist :
a) It has a 7th bitmap loaded in the sky box DML
b) The PNG file has an alfa-channel. I can view it if I select the opacity checkbox. ( If I select both opacity and reflection, the box disapears )
c) It has the value of 100% should be a chrome box but nothing happens
d) The prefs value seems to be OK, at least it shows in the console.
08/03/2005 (8:59 am)
@LFosterStill having problems with the reflection stuff. I'm using 3DGPAI1 demos which have the scorched planet demo.
According with your checklist :
a) It has a 7th bitmap loaded in the sky box DML
b) The PNG file has an alfa-channel. I can view it if I select the opacity checkbox. ( If I select both opacity and reflection, the box disapears )
c) It has the value of 100% should be a chrome box but nothing happens
d) The prefs value seems to be OK, at least it shows in the console.
#6
08/04/2005 (10:02 am)
In TST Pro there is a little button at the top entitled EM (for Environment Mapping), check it, you should see your DTS reflection areas trigger. If it isnt showing then chances are that the DTS wasnt setup right when exporting. If it is showing right then theres an issue in your engine script somewhere.
#7
08/04/2005 (8:24 pm)
Don't know why but TST Pro is hanging in my mac ( it used to work ). Would you mind if I sent you the DTS so you could check them ?
#8
08/05/2005 (9:09 am)
Sure upload the DTS somewhere.
#9
They are already in the Downloads folder of homepage.mac.com/bgrieco
08/06/2005 (8:35 am)
Thanks.They are already in the Downloads folder of homepage.mac.com/bgrieco
#10
08/08/2005 (8:58 am)
Sorry but your sites a complete mess to navigate, can you provide a direct link to the files in question?
#11
homepage.mac.com/bgrieco/FileSharing25.html
The 3 files are DTS and 2 files are textures.
08/08/2005 (1:03 pm)
Tryhomepage.mac.com/bgrieco/FileSharing25.html
The 3 files are DTS and 2 files are textures.
Torque Owner Todd D. Degani