Confused about DTS and DIF
by Kazmi · in Artist Corner · 09/19/2008 (12:36 pm) · 5 replies
Okay i am thoroughly confused and it may be because the answer is right in front of my face.
Here is my understanding of Torque as far as modeling assets goes and please correct me where i am wrong.
1. I can model characters, vehicles, weapons, and other assets that are not very large in any 3rd party software like max and then use the exporter to export them as DTS objects into Torque.
2. To make big structures like buildings and trees that will remain static, i do not export them is DTS . then where do i model them and how do i export them.
3. Do you have to use the Torque constructor utility ? Is that a conversion tool like the exporter to turn things into DIFs? SO do i import my buildings from max to Constructor and export them as DIF??
like i said, i am lost.
Thanks
Here is my understanding of Torque as far as modeling assets goes and please correct me where i am wrong.
1. I can model characters, vehicles, weapons, and other assets that are not very large in any 3rd party software like max and then use the exporter to export them as DTS objects into Torque.
2. To make big structures like buildings and trees that will remain static, i do not export them is DTS . then where do i model them and how do i export them.
3. Do you have to use the Torque constructor utility ? Is that a conversion tool like the exporter to turn things into DIFs? SO do i import my buildings from max to Constructor and export them as DIF??
like i said, i am lost.
Thanks
About the author
#2
Thanks for such a prompt response. I went over the documentation and i understand now why the .dif files are used. However, where does the unwrapping and texturing of these models take place? Does constructor allow for all of that?
09/19/2008 (2:21 pm)
Hi Hall, Thanks for such a prompt response. I went over the documentation and i understand now why the .dif files are used. However, where does the unwrapping and texturing of these models take place? Does constructor allow for all of that?
#3
09/19/2008 (3:16 pm)
Instead of unwrapping and then texturing as a seperate process, you actually apply the textures on a face by face basis from within Constructor.
#4
09/19/2008 (11:18 pm)
That is probably easier i guess. Thanks a lot for this info.
#5
DTS get real light from the sun but not have shade and average collision
DIF have shade (not real but after relighting) and dont get real light, have the best collision
This think for small statics like barrels, boxies etc
09/21/2008 (5:00 pm)
For your choice calculate and this...DTS get real light from the sun but not have shade and average collision
DIF have shade (not real but after relighting) and dont get real light, have the best collision
This think for small statics like barrels, boxies etc
Associate Michael Hall
Distracted...
2a: things like trees, fences, barrels, crates, etc., would be considered as statics, true, but in general you would create them like regular 3d objects and export to .dts as above.
2b: Buildings/Interior shapes can be made in any number of BSP editing tools. The reason for using the .dif format is to take advantage of faster collision routines, and better culling techniques for unseen areas.
3: Constructor is a BSP style modeling tool which is most commonly used for structures (houses, warehouses, buildings, etc that you can enter (thus the name Interiors. It is possible to create your buildings in Max and then use max2ctor to export to .map format which you can open in Constructor and then export to .dif. However there are some limitations to BSP style editing you should be aware of before trying to move them from max to constructor.
Here is a good place to learn the basics of BSP editing: BSP Techinical Details For Dummies