Dts/.dif chosen for simple building construction
by Nabarro · in Artist Corner · 11/20/2007 (12:56 am) · 5 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 models?
Thanks a lot!!
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 models?
Thanks a lot!!
#2
I'm just looking at the tool "Torque Constructor", wondering whether I can make the model in Max --> export to .dts file --> import .dts file to Constructor --> finally export to .dif file?
11/21/2007 (1:07 am)
Thank you David for your suggestion.I'm just looking at the tool "Torque Constructor", wondering whether I can make the model in Max --> export to .dts file --> import .dts file to Constructor --> finally export to .dif file?
#3
For something on that level, you would want to look at Game Level Builder for Max. You will lose all of your texturing, so working with gray models and then loading the maps into Constructor and completely retexturing would be necessary.
11/21/2007 (6:50 am)
No. Constructor is for creating brush geometry, not a conversion tool. The DTS import is only for reference shapes and baking shapes into created geometry.For something on that level, you would want to look at Game Level Builder for Max. You will lose all of your texturing, so working with gray models and then loading the maps into Constructor and completely retexturing would be necessary.
#4
11/21/2007 (6:25 pm)
Thanks David, 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.
#5
It goes like this :
A) Model and texture your buildings (without collision) as detailed as you want and in 3dsmax and convert these to .dts
B) Model the collision structure (as convex shapes) on top of these buildings.
C) Select all your collision geometry and scale this up 3200%
D) Use Game Level Builder and export your collision geometry to the .map format
E) Open your .map first in Quark (I've found that this is the best thing, as Quark is very stable and forgiving towards the .map format)
F) Use the command "Search/Broken polys & faces" in the file menu and delete the objects that are selected
G) Save file and close Quark
H) Start 3d World Studio and import the .map file
I) Select all the brushes/objects and assign a null texture to these. The null texture will make your resulting collision structure invisible in torque (you can just give them a random texture at first and assign the null texture later, after you've placed the resulting collision structure with the .dts model inside torque)
J) Export from 3d world studio as a "Half-Life/Torque map)
K) Drag & Drop the resulting .map on map2dif.exe and you got your collision .dif
You can also make portals for your .map inside 3d World Studio. Just make or duplicate boxes and place them around your structure. Hold Shift + Enter while selecting your newly created boxes and add a class called "portal".
I know this might seem a little complicated at first, but don't hesitate to pm me is you need any help.
Well.. gotta get back to work!
r0ald
11/26/2007 (2:05 am)
Hi there! I struggled a little with this for a period as well, but I found a workflow that is pretty stable & good =)It goes like this :
A) Model and texture your buildings (without collision) as detailed as you want and in 3dsmax and convert these to .dts
B) Model the collision structure (as convex shapes) on top of these buildings.
C) Select all your collision geometry and scale this up 3200%
D) Use Game Level Builder and export your collision geometry to the .map format
E) Open your .map first in Quark (I've found that this is the best thing, as Quark is very stable and forgiving towards the .map format)
F) Use the command "Search/Broken polys & faces" in the file menu and delete the objects that are selected
G) Save file and close Quark
H) Start 3d World Studio and import the .map file
I) Select all the brushes/objects and assign a null texture to these. The null texture will make your resulting collision structure invisible in torque (you can just give them a random texture at first and assign the null texture later, after you've placed the resulting collision structure with the .dts model inside torque)
J) Export from 3d world studio as a "Half-Life/Torque map)
K) Drag & Drop the resulting .map on map2dif.exe and you got your collision .dif
You can also make portals for your .map inside 3d World Studio. Just make or duplicate boxes and place them around your structure. Hold Shift + Enter while selecting your newly created boxes and add a class called "portal".
I know this might seem a little complicated at first, but don't hesitate to pm me is you need any help.
Well.. gotta get back to work!
r0ald
Associate David Montgomery-Blake
David MontgomeryBlake