Bounding Box
by Nick Wallace · in Artist Corner · 02/27/2006 (11:44 pm) · 21 replies
I keep getting this error "No Bounding Box" found. WTF does that mean? I have looked everywhere and cannot find how to get this damn export to work.
About the author
#2
02/28/2006 (10:37 am)
I read that, but dont quite understand. So I just creat a normal box and name is bounds. I place my object into the box right?
#3
Yes, create a box, name it bounds. Simple as that.
I'm thinking it would probably be easier and faster if just tried it instead of asking if the documentation is correct. =)
02/28/2006 (10:46 am)
It says exactly how to do it in the documentation.Yes, create a box, name it bounds. Simple as that.
I'm thinking it would probably be easier and faster if just tried it instead of asking if the documentation is correct. =)
#4
02/28/2006 (3:40 pm)
I am at work right now and cannot try it. I was just making sure before I went home.
#5
If it still isn't working, send me your file (adamd at garagegames.com) and I'll see if there is something else wrong that could be confusing the exporter.
02/28/2006 (6:28 pm)
All you have to do is create a box that fits around your object and name it bounds. Also, it helps if you center it to the world. You don't have to link it to anything, you dont have to do any kind of tricks.If it still isn't working, send me your file (adamd at garagegames.com) and I'll see if there is something else wrong that could be confusing the exporter.
#6
02/28/2006 (11:44 pm)
Well now it wont let me put it into the world editor.....It looks nothing like my model in 3ds. Why is this so difficult? This is probably the most difficult game engine ive dealt with.
#7
02/28/2006 (11:49 pm)
Well now it wont let me put it into the world editor.....It looks nothing like my model in 3ds. Why is this so difficult? This is probably the most difficult game engine ive dealt with.
#8
03/01/2006 (6:43 am)
It would make it easier if you told us what exactly goes wrong instead of "it looks nothing like in 3ds". The exporting process is a bit wonky at times, but it's quite simple once you "get it".
#9
03/01/2006 (7:44 am)
Well my "Desk" shows up all white and theres a black background. How do I get it into the world editor?
#10
03/01/2006 (7:55 am)
Well my "Desk" shows up all white and theres a black background. How do I get it into the world editor?
#11
03/01/2006 (8:03 am)
White is a result of not putting the texture in the same folder as the model. . .load the model in world editor from the creator panel . . as a static shape. Also use IE, your browser is double posting
#12
Seriously, read the DTS exporter docs that Magnus provided you the link for when you first started this thread. They cover everything you need to know (and more) with regards to getting a DTS model exported for use in the engine, and yes it does look daunting but it is incredibly easy to learn. You need to seriously put some effort into learning how an engine works if you ever expect to be able to use it competently, just like how you needed to read the docs and do tutorials to know how to use 3DS Max.
As for why your model is showing up white, as mentioned in the exporter docs (and numerous places here on the forums):
1) Ensure that you use a standard or a multi/sub-object material type (with standard sub materials), any other material type is not supported. Also only Diffuse, Reflected and Opacity slots are directly supported within Torque.
2) Ensure that you are using a JPG or PNG texture and that your texture is in the same folder as your DTS model that you are loading
3) Ensure that you are using a texture that has its width and height set to a value of a power 2 (ie. 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.)
4) Ensure that your UVW coordinates exist on channel 1
If you don't know how to use the world editor, once again, read the documentation for the mission editor.
Also please note that this forum is a peer to peer support and even though we do not mind helping you out, please keep in mind that we are not here to hold you by the hand and show you everything. You do need to put effort in yourself to learn this stuff because there is honestly no one to blame but yourself for the problems you are encountering. The exporter process is easy to use and learn, and is incredibly versatile and powerful in the right hands. Even better yet is that everything you need to know how to use it is also available to you too.
Logan
03/01/2006 (8:36 am)
@NickSeriously, read the DTS exporter docs that Magnus provided you the link for when you first started this thread. They cover everything you need to know (and more) with regards to getting a DTS model exported for use in the engine, and yes it does look daunting but it is incredibly easy to learn. You need to seriously put some effort into learning how an engine works if you ever expect to be able to use it competently, just like how you needed to read the docs and do tutorials to know how to use 3DS Max.
As for why your model is showing up white, as mentioned in the exporter docs (and numerous places here on the forums):
1) Ensure that you use a standard or a multi/sub-object material type (with standard sub materials), any other material type is not supported. Also only Diffuse, Reflected and Opacity slots are directly supported within Torque.
2) Ensure that you are using a JPG or PNG texture and that your texture is in the same folder as your DTS model that you are loading
3) Ensure that you are using a texture that has its width and height set to a value of a power 2 (ie. 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.)
4) Ensure that your UVW coordinates exist on channel 1
If you don't know how to use the world editor, once again, read the documentation for the mission editor.
Also please note that this forum is a peer to peer support and even though we do not mind helping you out, please keep in mind that we are not here to hold you by the hand and show you everything. You do need to put effort in yourself to learn this stuff because there is honestly no one to blame but yourself for the problems you are encountering. The exporter process is easy to use and learn, and is incredibly versatile and powerful in the right hands. Even better yet is that everything you need to know how to use it is also available to you too.
Logan
#13
Have you read the basic shape tutorial on the Torque Developer Network. This should be your first resource.
http://tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Shape
03/01/2006 (8:51 am)
Nick,Have you read the basic shape tutorial on the Torque Developer Network. This should be your first resource.
http://tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Shape
#14
03/01/2006 (10:40 am)
Ok so I mapped the textures and now my shape doesnt show up in the world editor at all!!!! When I add it to the map, it just shows the yellow lines that would go around the object, but there is nothing there. This happens even without any kind of texture on the object I created.
#15
03/01/2006 (10:45 am)
And yes I have the TGA file that was made in the texture mapping in the Diffuse box and it is also in the same folder as my dts object
#16
It might also be that you haven't set up your detail markers correctly. Once again; check the documentation.
03/01/2006 (10:46 am)
Try using a png.It might also be that you haven't set up your detail markers correctly. Once again; check the documentation.
#17
03/01/2006 (10:54 am)
And yes I have the TGA file that was made in the texture mapping in the Diffuse box and it is also in the same folder as my dts object
#18
03/01/2006 (11:12 am)
Ok I got a png, and i just redid the whole thing so i could start fresh. The schematic view looks exactly like the tuts. But now I get an error on Export. "No texture verts on mesh ....." What does this mean?
#19
03/01/2006 (11:17 am)
Means you dont have any UVW data on the model or any UVW data on channel 1. Models are not allowed to be exported without UVW data.
#20
03/01/2006 (11:39 am)
Ok I got a png, and i just redid the whole thing so i could start fresh. The schematic view looks exactly like the tuts. But now I get an error on Export. "No texture verts on mesh ....." What does this mean?
Torque Owner Magnus Blikstad
http://fosters.realmwarsgame.com/maxdts/