Game Development Community

File Types for TorqueX

by Sean T. Boyette · in Torque X 3D · 06/28/2007 (7:34 am) · 6 replies

Will TX support only DTS - or will X and FBX be implemented as well?

#1
06/28/2007 (6:05 pm)
Yep. X and FBX (and whatever other formats are added to the content pipeline) have been implemented. Currently animations are not supported, and that may or may not change before release.
#2
11/06/2007 (6:35 am)
Adam,

Are DTS/DIF going to be Supported?

Can you go into detail about what non animation support means (I assume this is just for FBX - right?)



Sean
#3
11/06/2007 (10:37 am)
DTS is supported in its entirety (mesh and bone animation, level of detail, blend animations, etc). DIF is not supported. In its place, we have static shapes that use .x, .fbx, or .dts with poly soup collision.

We ended up not implementing animation support for the content pipeline meshes because dts already supports it so well. And I'm assuming Microsoft will implement animation in XNA at some point in the future.
#4
11/06/2007 (11:54 am)
Will there be any possibility to export things from Torque Constructor so that they
can be used in TorqueX?
#5
11/06/2007 (5:35 pm)
map23DS might help. I think Unwrap3D and Milkshape can import .map files (Milkshape, may not be able to). Then export. You can also export as a LWO and then convert it in another app from Lightwave.
#6
11/07/2007 (12:00 am)
Hmm, exporting importing and exporting again always gives me the feeling that something is lost on the way...
map23DS works nice but only seems to have very rudimental features, so that I immediately could start modelling in lets say Blender.

So what are the alternatives:
Use Blender, DeleD 3D, 3D World Studio or another modelling-programm that can export .X files?

Or would it be possible to write a special exporter for the Constructor?

Sorry if I'm hijacking this thread :)