Game Development Community

How to get objects from the demo

by Josh Klev · in General Discussion · 09/26/2007 (9:45 am) · 7 replies

Hey guys just wondering...there are more objects in the tge demo than in the tge 1.5 license edition. how can i get the objects from the demo into the real one...like the crossbow or a huilding or soemethin...

#1
09/26/2007 (11:24 am)
The file types you should be looking for are .DTS for traditional polygonal objects and .DIF for interior structures.

[Edited for a bit more clarity]
#2
09/26/2007 (11:30 am)
Just cause they are DTS does not mean they are poly soup.

they could be nicely formed strips.
or a large glob of indexed mesh.
#3
09/26/2007 (11:46 am)
All the collision data is polysoup though with DTS :)
#4
09/26/2007 (12:14 pm)
Awww Logan, you stickler!

even tho it is poly soup, is there not a defined shape for the collision data?
as in some convex hull?

:)
#5
09/26/2007 (12:15 pm)
@Badguy

Even though .DIF objects don't necessarily have to be interiors, I'm lazy, so I usually refer to them as interiors.

The same is true for calling .DTS shapes 'static objects' even though they aren't always static. I thought I would try something different when answering Josh's post. Ooops.

Perhaps we need a new set of words to describe this stuff.

Here's a feeble attempt to coin some terms and start a trend . . .

MESHOB - noun - any mesh-based object in a game world that has been modeled with 3DSMax, Maya, Silo, MilkShape, Blender or a similar development tool.

BRUSHOB - noun - any brush-based object in a game world that has been created with QuArK, 3DWS, Hammer, Radiant, Constructor or a similar development tool.

However, if there is an 'authorized' lexicon for game development terminology, maybe someone could point me in the right direction so I won't embarrass my self too much in the future.

Thanks all.

:)
#6
09/26/2007 (12:36 pm)
Lol, I'll look into it Aaron.

was just messing with ya tho budz.
#7
09/26/2007 (12:41 pm)
No prob.

:)