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Max2dtsExporterPlus.dle and sorting of meshs

by Sebastien MARAUX · in Artist Corner · 01/18/2007 (9:47 am) · 3 replies

I use max2dtsExporter and "plus" to export mesh with 2 translucency meshs.

first, saying I have a hair mesh, 2 eyelid meshes and a main face mesh :
- hair and eyelids air translucents
- face is not.

Should I sort hair and eyelids only, or should I add face to sorting, or even all of my body or scene meshs ?

Without sorting anything, with showtool pro, looking at the _back_ of the head, I can see eyelids on top of the hair, and some parts of the hair facing the camera, but hidden, are also rendered on top. Thoses artefacts do not occur when I do not use translucency on my materials.

When trying to export a dts with sorted hair and eyelids, it gives me, while "converting sort Objects", the error : "An error as occured and the application will now close" from max, without any other message from the exporter. my eyelids are roughly made of 50 faces each, the hair maybe a few hundreds of it.

I am available for additional information if required.

#1
01/18/2007 (3:32 pm)
I hav a .max file how do i put it on torque game engine PLEASE HELP!!!!!!!!!!!!
#2
01/19/2007 (1:38 am)
- build the Torque max2dtsexporter and exporter + with visual and put it in max plugin directory (2 .DLE files) These are in the Torque SDK.

Once DLE are added,
- You can make a mesh in max, go to file>export, choose Torque DTS Shape as export format, and copy your textures to the export folder.
- You can also access a Torque utility plugin by adding the torque utility to the list of viewable utilities (or click more... on the utility tab)
- you can also configure menu to add a Torque -> DTS Exporter entry in any menu. (customize user interface > menus)


This is the shortest I can do.

You should also pass the STL Check tool from max, prior to export, to be sure to export valid data to Torque (no open meshs, etc)
#3
01/19/2007 (5:02 am)
THANK YOU!