Game Development Community

Dts/.dif chosen for simple building construction

by Nabarro · in Torque Game Engine Advanced · 11/20/2007 (12:53 am) · 19 replies

We are going to build some buildings, while it seems somewhat complicated using Quark(hard to grasp?) for our 3DS Max experts and what we need is only several simple buildings with only one hall for each, then, we try to use 3ds Max to build the outside model and export to .dts instead of making .dif file, and we found its collision test is OK for avatar to walk through inside, but we want to make sure there are no further or other potential problems comparing with using .dif format?

If anybody has tried so, do you agree with this method? Can you tell what's the advantage and disadvantage using .dts for simple building?

Thanks a lot.

#1
11/20/2007 (2:24 am)
If your house is basically a hollowed cube geometry wise, this approach is no problem.

if you had more than that, DIF would be the better idea as you could portal the entrance which would remove the rendering of the whole interior part when you don't see in.

You might suggest your modellers to have a look at torque constructor :) (I don't like quarks quarky interface as well)
#2
11/20/2007 (8:28 am)
While we're at the topic. Are there any good tutorials on Torque constructor?
#3
11/21/2007 (2:03 am)
Thank you Marc for your suggestion.
I'm just looking at the tool "Torque Constructor", wondering whether I can make .dif file using below method since it has advantages in portal rendering:
1. make the model in 3ds Max
2. export to .dts file
3. import the .dts file to Constructor
4. export as .dif file
#4
11/21/2007 (3:41 am)
If you import it as Static DTS, it should work, yes.
But I'm not sure if this would be a wise decision to do as they are not optimized, they are just "made DIF ready" (convex) and mainly meant for decoration and the like, things that are hard to do with CSG modelling.

If they ever used Hammer or the like, they won't have a too hard start with Constructor actually.
#5
11/21/2007 (7:06 am)
Constructor does not do any conversion work. It will also not create more accurate DIF collisions. All that it does, as Marc states, is add the DTS model to any existing level geometry and "burn it in" for decoration. You cannot load DTS models and then export them as DIF's. It doesn't work that way.
#6
11/21/2007 (9:07 am)
You could use GtkRadiant as well. Search the forums either for GtkRadiant or just Radiant.
#7
11/21/2007 (9:09 am)
Yup. Or 3D World Studio.

If using Radiant, make sure that you don't use any curved surfaces.
#8
11/21/2007 (6:27 pm)
Thanks all you guys, i've got the general idea about it. I will make the balance between making a .dts from 3ds Max for very simple building and a .dif for more complicated one using BSP-like tools.
#9
11/26/2007 (7:03 am)
But why exporting the model as *.DTS (from 3ds max for instance) and importing it in constructor and then exporting it as *.dif won't make the model behave like a *.dif ? David Blake said "It doesn't work that way".Why? Or at least what must be done to the DTS to behave like a DIF exported from QuArK ?
#10
11/26/2007 (7:40 am)
It will not behave like one.

A DIF is very specific in the way it was build and what can be done (CSG Geometry meeting BSP requirements).

Either you created it in a CSG Editor and can export it as map to convert it to DIF or import it into constructor to export it from there to DIF, or you didn't do that and it will always remain a DTS
#11
11/26/2007 (9:00 am)
Homework:
DTS Overview
DIF Overview

Required reading:
Concave vs. Convex

Quote:Or at least what must be done to the DTS to behave like a DIF exported from QuArK ?
Implement the polysoup resource and come up with your own C++ solution for portaling and zoning of your DTS areas.
#12
11/26/2007 (11:51 am)
Homework done!
By the way the third link was very useful, despite the first two i've already read.Thanks!
David, do you have something more about portals? I mean something like a tutorial or just an explanation how to make them.
#13
11/26/2007 (2:18 pm)
To create a portal, place a brush over the doorway, but make sure it overlaps the doorway geometry (structural brushes) a bit. This is the only place where overlapping is necessary.

www.godsendproductions.com/images/portal.jpg
#14
11/26/2007 (11:06 pm)
Thanks! i will give it a try
#15
11/29/2007 (7:30 am)
I assume you can always to the detail work with a 3d modeling package and import as a static dts. then you just build a shell around it in constructor. not sure if that works, heh.
#16
11/29/2007 (7:53 am)
The problem with that is that I don't think it will correctly portal out the geometry of your model since the whole mesh is present across zones.
#17
12/01/2007 (6:18 am)
David,
using portals means that i have to make portal brushes for every single entrance of my DIF object, right? I mean portals for windows , doors, little entrances the building may have , everything ? If i leave just one entrance without a portal to it does this mean that the whole portal system for the building will be dropped? And one more question : making the portal not so accurate matching the walls on the doorway and penetrating in them little or more , will this make the portal not working?
I know these are very simple questions and i am very close to the answers but i will be never 100% sure about them if i don't hear them.
#18
12/02/2007 (5:30 pm)
I believe that if you leave out a portal, it will only be unportaled until it reaches a portaled section. IE, it will not eliminate *all* portals from working. Just the unportaled section. At least, I think so. And penetration with portals is the only time your brushes should overlap. It lets map2dif know which brushes are working with the portal.
#19
12/04/2007 (7:58 am)
Thanks David