Game Development Community

Issues with converting/exporting existing assets

by Tom Dowd · in Artist Corner · 05/08/2007 (6:28 am) · 2 replies

We seem to be having significant problems exporting nearly any low-poly assets that were not specifically build for use in Torque. In short, we've been attempting to build an asset library for out students here at Columbia College Chicago and have repeated failures converting these purchased assets into something Torque friendly and exporting them. We are following the instructions on the exporters.

I understand the general vagueness of this question, but I was hoping that someone might have some general guidelines or suggestions that might prove useful without going into the specifics of why particular objects are failing.

(Also posted in the Max exporter thread.)

Tom Dowd
Columbia College Chicago
http://game.colum.edu

About the author

Tom Dowd is a 25-year veteran of the game design business with credits on the PC, Xbox, PS2, NES and Genesis. He is an assistant professor at Columbia College Chicago in the Interactive Arts and Media department teaching in their Game Design major.


#1
05/14/2007 (11:49 pm)
Hmm, there could be many issues in why they will not export, without knowing how the objects were constructed, what else is in the file, ect. It is hard to say, are the models named appropriately? animated? what version of maya are you using compared to what exporter? I have had nothing but problems with the maya to torque pipeline so I can understand where you are coming from. Maybe try creating a few simple objects and see if the export fine to see if everything is set up appropriately then start with the purchased models.
#2
05/16/2007 (11:27 am)
Really quick personal experience with using outside assets:

I had a handful of .obj files that someone gave me which I pulled into maya, tried to convert to dts and import into torque. After a handful of failed attempts I removed all the information, except for the mesh, from the hypergraph and hierarchy. I then deleted history, freeze transformation, and reset-up the scene for dts export. That worked for me.

In one instance I had to duplicate the mesh, using the duplicate proceede to the delete history/freeze transformation.