Game Development Community

Importing DTS objects in ShowPro tool

by Rich · in Artist Corner · 05/13/2007 (8:31 am) · 6 replies

I saved a multi piece object, of course I have all selected in MS too a dts file, then opened it up in showpro tool or Constructor and only one piece of the object imports in. Previously I had saved all pieces of the object to separate dts files, and they all will import in to showpro tool or Constructor separately so I thought I could combine them there or they would combine themselves like they (will in Constructor) however that doesn't in showpro tool can anyone steer me in the right direction on what I could be doing wrong.

#1
05/13/2007 (9:56 am)
How do you have your file setup in MilkShape?
#2
05/13/2007 (10:04 am)
I'm not sure what you mean but I have a texture applied to all pieces, everything is named different names and all is selected before choosing export to dts plus.

I'm inclined to think its not possible, cause I've looked thru everything, but I thought your question was relevant Fuc and it would possibly be a export from MS trick but against my suspicions. I don't think so after further examination........What was your gut feeling Fuc can you elaborate please............

BTW I'd like to solve this I have 3 days left on my seven day showPro tool but I guess if I don't since all the pieces won't come in as a whole dts object in constructor either and it is a MS export tweak I will find out. However it would have been nice to see it all as a whole object in ShoPro tool. Thanxx again for your interest Fuc and hope to see you post in here again.
#3
05/13/2007 (7:41 pm)
Yes it can be none. It depend on how you setup your scene. With MilkShape you need to name the pieces with detail numbers. Any number below two the piece will not be vissible. The picture below is a dts with pieces. I name them Left2, Center2 and Right2. I put a different texture on each piece.

i141.photobucket.com/albums/r72/fuciferTorque/pieces.jpg
Here screenshot of MilkShape.

i141.photobucket.com/albums/r72/fuciferTorque/piecesMS.jpg
If you like you can email me the MilkShape file and I will setup for you.
#4
05/13/2007 (10:59 pm)
K yea you are right and thanx, I thought it would be strange to be that hard and I didn't think the program was that primitive. Also solves the riddle why it had to be pieced in Constructor too.

I am wondering now if one part of my model has a small problem, I made a mesh cut out area for a entry and it appears to show gray backround instead of the inside of the part as in Constructor and modeling programs is that the way it would look in the game then, and what could I do to remedy that would you know?

As of this time I don't have a key for the engine and probably can't do it right away due to restrictions and so on just the way its gotta be I guess for now, would like to hopefully eventually, so I can't see what it would look like in game but that gray stage backround look thru makes me think its a problem but maybe it isn't.
#5
05/14/2007 (9:20 am)
You welcome. It depend on what you using to make your models with. I use lightRay3d now, it is not free but will worth the money.

You may need to close the inside faces of the cut out area or you may only cut the front face. I would need to see a picture of the cut out area to be sure. You should be able to load models in the demo of Torque.
#6
05/15/2007 (9:11 am)
I did only cut one side when I did it and btw I did get it in to world editor and got my textures in same folder and so on after I looked thru the directory files and figured out where to put stuff. Looked good and the problem was there.

Did you mean close the face as just go back and undo the cutout area or is there a common 3d modeling technique to select that area and stop that area from being see thru by close face command?

I guess thats something if there is I never saw but its possible, if you were to line the inside of the cutout with something in the object would that stop it? Or maybe get the edge or vertices and extrude it with some depth and the close it off that way?

Actually the best thing I could do would be make the opening a walk thru then I suppose I would have to have everything set up to have a walkable surface not to sure what I would have to do to do that at all got any ideas? But if the model of that part isn't closed it probably wouldn't work anyways.

Ended up had to reconnect that open area with a couple edges or ribs and then loops gained all the material back and completely closed it up. Seemed like if I lined it off or placed anything in front right in front of it it still retained the transparent properties and you couldn't see the object even, looked different in different programs. I just made a low polygon plane and put on a door texture actully enhances it so it didn't hurt anything.

Probably the easiest thing to do is when I want a trigger so when a player comes in contact with that area he automatically goes in and sees a vehicle hud and so on, like tribes vehicles. Have to see if I can find that script, would anyone have it I could get?