Game Development Community

Exporting DSQ (first time trying)

by Joseph *Nailo* Rick · in Artist Corner · 05/09/2007 (11:08 am) · 3 replies

As the title states, I'm trying to export my first dsq, and I'm not sure what I'm doing. I've gone through all of the documentation, read it, tried it and I'm confused.

This is an animation which will play over a character like a blanket:

I've set up my animation, 2 objects moving with particle effects on each, 2 objects stationary as collisions for the particles, set up a sequence node only changing the cycle attribute to 'off', and it exported fine.

I tried to do a cfg file, but to be completely honest: this part is beyond me. I know that the cam/eye/mount nodes are 'alwaysexport' as shown in the examples, but I do not know what else needs to go where.

As well: in showtools I cannot load a dsq w/o a dts yet this animation is not linked to a specific model so I have no dts to which it is inherently attatched to, does this refer to the objects which I've used in the animation?

Sorry if some of these questions come off as 'silly' but I wanted to cover my bases. Talk to me like I'm new here, take me by the hand, just be nice lol.

thanks

#1
05/10/2007 (11:51 am)
Update:

I got the sequence to load, finally. Now I have no image in STP, I have saved out a dts and dsq of the animation as well as the png which I'm using for texture all are in the same folder.
#2
05/14/2007 (11:44 pm)
As far as I know particles from maya are not supported by the exporter nor Torque
#3
05/16/2007 (11:19 am)
Thanks Francisco, after some experimentation and a lucky email I finally figured this out.

The next thing I need to figure out is how the .cfg files are put together. I am confused about how they work and what means what. The documentation does a good job at making it breif and to the point, but I'm not familiar with them in the least which leaves me in the dark.