Game Development Community

TSE Exporter for Max?

by Martin Schultz · in Torque Game Engine Advanced · 02/22/2006 (1:29 am) · 4 replies

Hi all,

I'm just starting to port my TGE stuff over to TSE and I read somewhere that the DTS exporter stuff changed for TSE. I tried exporting from Max 6 using the stock binary Max exporter from Alex Swansons site, but that results in a non visible DTS shape so I guess there's an updated version of the exporter somewhere. I already searched the site and the forums but wasn't able to find it.

Thanks,
Martin

#1
02/22/2006 (5:26 pm)
As far as I'm aware, the old TGE one works. I havent changed max2dts exporter since TGE, and ive never had any problems at all. I know the map2dif exporter changed though, but not the max2dts AFAIK.
JS
#2
02/22/2006 (7:15 pm)
Based on what (little, I admit) know about the TSE art pipeline, you need to create materials (the TSE equivalent of textures) for your models.
#3
02/23/2006 (4:18 am)
Ah, ok, so it's the same exporter. Ok, then it might be a different issue why my model doesn't show up. I always get an invisible model when exporting. The collision box seems to work as the flying vehicle collides with the Atlas terrain, but absolutly nothing to see. Any hint on this?

@Stephen: Thanks. Does that mean without creating materials the model would never show up?
#4
02/23/2006 (12:44 pm)
I solved it. I used the box example and merged it with my model - then it worked out. Whyever.

For everyone who has the same trouble, I'll supply a working flying vehicle box model including all necessary nodes, bounds, collision etc. as a base for starting your own model.

Download the TSE flying vehicle box here. It's a 3ds Max 6 file.