Game Development Community

So lost finding exporter

by Charlie Higdon · in Artist Corner · 04/17/2008 (10:14 am) · 10 replies

My hard drive died recently, fortunately I had most data backed up. After installing my new HD and recovering I am missing my exporter for 3ds max 6, I cannot seem to find the link I used before.

I found a plugin, but it doesn't seem to work. The one I had before was a script, and it opened a utility window , it would set bounds by simply clicking "set bounds", delete by "delete bounds", export dts at the bottom, etc. It came as an executable. I've spent about 2 hrs looking with nothing. Would someone be so kind as to point me in the right direction please?

#2
04/17/2008 (11:33 am)
Thanks, I was using the forum search, that is what I was looking for. I have one last question then hopefully I won't be a pest for a while.

I installed both the 3ds max 6 plugin (as directed, and followed the http://tdn.garagegames.com/wiki/DTS/OldDoc/Introduction to the letter.

Everything works fine until I try to open the shape in Constructor, then it crashes. Is there something else I need to do for it to work in constructor?

Reason I'm doing this is,

I have a house built, and I want to bake the shapes into the house I built in Constructor. Instead of everytime I make the house, have to place the bed, stove, etc.
#3
04/17/2008 (11:38 am)
How are you bringing your shapes into Constructor?

And for clarification:

--you have a house that you built in Constructor, and you want to bring in beds, stove, etc. (what we call "props") as static shapes within the house?

The reason I ask is that Constructor can only really handle DTS shapes as reference objects/static meshes, and expects a CSG interior (built with Constructor, or another CSG application) to exist for the shapes to be placed "within".
#4
04/17/2008 (11:44 am)
Hmm, for example, when I launch Constructor I click File>Import Static Mesh> (then choose my shape, I exported as a DTS, simpleshape from tutorial for example), then upon clicking open it crashes.

I have tried this with the building loaded, and with a fresh startup of Constructor. Both result in a crash.

The filename I am trying to load originally was LCD.DTS, but I thought perhaps I had forgotten the proper method of modeling and exporting. I then found the export tutorial and followed it, everything seemed ok, the schematic view matched exactly. It exported with no crash or error.

P.S. thanks for the replies so far.
#5
04/17/2008 (11:46 am)
I'd suggest at this point doing two things:

--check your DTS in TorqueShowTool Pro, and make sure it loads there properly (or in game).
--move over to the Constructor forums--it could very well be a bug in Constructor, and others may be able to help you out there (Jaimi is normally pretty good at responding, especially if you can send him the shape itself causing the issue).
#6
04/17/2008 (11:58 am)
K, i tried in game, i can place it in a folder, crossbow, interiors, anything where you can choose a shape to load via world editor and it loads AN object which isn't really there. I'll check Constructor forum. Thanks again.
#7
04/17/2008 (12:23 pm)
Posted there, I am able to get it to load as a reference shape with no trouble, it's when I click static mesh that it goes south.

Not sure if that's useful.

**Edit** Figured out how to edit post.
me = tard

I've tried your show tool suggestion, and I am able to open it there, also for some reason I was able to scale the object in game WAAAAAAAAAAAAAAAAAAAAAAAAAAY up and it is there. I still cannot get it to work in Constructor, only the dts files that came with TGE will open for me in Constructor.

Regardless, I thank you for the replies. Seems like for every 1 thing I learn there are 50 more that pop up =p.

Will keep trying with Constructor. It's a really quick way to build a house if you lay blueprints onto the viewport.
#8
04/18/2008 (7:41 am)
Quote:Posted there, I am able to get it to load as a reference shape with no trouble, it's when I click static mesh that it goes south.

I have exactly the same issue here too (ctor 1.4).
#9
04/18/2008 (11:34 am)
I can't update to 1.0.4, if I download the update, and extract as directed it crashes the moment I launch Constructor. At least I'm not as worried about the update now that I know 1.0.4 has it too.

I kept trying to export all day and night. I made many models, just simple squares, spheres, etc. I wanted to get one to export correctly before I bothered with UV mapping. I gave up last night, and just uvmapped a lcd monitor I modeled. That was an adventure in itself.

I finally got the thing skinned, and it actually looked nice...well nice for something I built. I'm happy with a cube. OMG I MADE SOME DICE!!! lol

I tried importing as a reference mesh, it worked. I imported the player.dts as a static, just to make sure it wasn't ALL static meshed. That worked.

I then imported the monitor....and for some reason....the thing imported...each time I tried, it worked.
This was the same model I was trying earlier, saved as the same file, in same location...the only difference a UV map.

The Skin was off kilter, and I'm a little unsure how to fix that at the moment. It's fine in 3ds, but off center, and about halfway off the model, sorta like it shifted.

What version of 3ds you using ben? It took me a while to figure out how to UV unwrap in there, bascially boiled down to me having to unwrap it, screenshot it, make the skin in photoshop, assign it as a material, then go back to the unwrap map and align everything.

NOW ON TO COLLISION MESHES...*cry*(however those are done), hope that won't be another mess =p.
#10
04/18/2008 (12:09 pm)
Ah, indeed, once with UV and some textures it's working.