How to import a dts file in to the torque
by Manikandan · in Game Design and Creative Issues · 09/11/2007 (3:59 am) · 6 replies
Hi.....all...
Any one... can send me the step by step procedure to load a shpe in to the torque engine....
* I have one dts file which exported from 3dsMax9 i want to know where to place this file and
how many folders i have to create and how many .cs files i have to create ...and how to run those files finally...
please send ur description in step by step manner....
Thanks in advance...
Any one... can send me the step by step procedure to load a shpe in to the torque engine....
* I have one dts file which exported from 3dsMax9 i want to know where to place this file and
how many folders i have to create and how many .cs files i have to create ...and how to run those files finally...
please send ur description in step by step manner....
Thanks in advance...
#2
2. Get milkshape 8.1 (newest version I believe)
3. Import the model into milkshape.
4. Create a new folder with the textures inside it of you model.
5. Export it into dts format from the drop down menu.
6. Put your model folder in torque-starterfps-shapes directory.
Oh, make sure your textures are 128, 256, 512, etc or else torque will not recognize them.
09/12/2007 (11:29 am)
1. Export your 3ds file onto your desktop.2. Get milkshape 8.1 (newest version I believe)
3. Import the model into milkshape.
4. Create a new folder with the textures inside it of you model.
5. Export it into dts format from the drop down menu.
6. Put your model folder in torque-starterfps-shapes directory.
Oh, make sure your textures are 128, 256, 512, etc or else torque will not recognize them.
#3
09/12/2007 (11:39 am)
Huh? Why would you use milkshape at all? I thought he already had a dts, wouldn't it be easier to, you know... just go directly to step 6 there?
#4
http://tdn.garagegames.com/wiki/DTS/3dsmax/Downloading_and_Installing_the_Exporter
then install the version you need(9), and follow the instructions
11/23/2007 (12:46 pm)
Just get the 3dsmax 9 dts/dsq exporter here : http://tdn.garagegames.com/wiki/DTS/3dsmax/Downloading_and_Installing_the_Exporter
then install the version you need(9), and follow the instructions
#5
12/23/2007 (1:35 pm)
Milkshape is a wise investment for anyone with torque. It has options like Dustin stated that allow you to import shapes directly into torque.
#6
the easiest way is to run the engine, turn on the editor, hit f4 to load objects into the mission, and search for the dts file name from the folder tree. when you click it the model will be loaded as a static mesh. just be sure you remember to put the texture in the same directory as the dts file.
the other way is to use script to create and instantiate a game object which references the dts file. you would set the model as the shape file in a datablock, then instantiate an object which uses the datablock.
you should do a search for a more detailed explanation.
12/23/2007 (4:00 pm)
Manikandan, theres 2 main ways to get your dts to show up in the game. the easiest way is to run the engine, turn on the editor, hit f4 to load objects into the mission, and search for the dts file name from the folder tree. when you click it the model will be loaded as a static mesh. just be sure you remember to put the texture in the same directory as the dts file.
the other way is to use script to create and instantiate a game object which references the dts file. you would set the model as the shape file in a datablock, then instantiate an object which uses the datablock.
you should do a search for a more detailed explanation.
Dustin Mullen
2. Get milkshape 8.1 (newest version I believe)
3. Import the model into milkshape.
4. Create a new folder on your desktop with the textures inside it of your model.
5. Export it into dts format in milkshape from the drop down menu.
6. Put your model folder in torque-starterfps-shapes directory.
Oh, make sure your textures are 128, 256, 512, etc or else torque will not recognize them.