Game Development Community

Exporting error

by Satrebor · in General Discussion · 01/04/2009 (7:41 am) · 13 replies

Please help.
Why when i choosing export whole shape in 3dsmx and when i trying export it says :no bounding box found
what i can do?

#1
01/04/2009 (8:34 am)
Create a box. Size it so it surrounds your shape(s). Name it "bounds".

You may want to follow the tutorial here, it shows how to do it all:

tdn.garagegames.com/wiki/DTS/OldDoc/Introduction
#2
01/04/2009 (10:00 am)
Ok all fine but why why! (cry) *cry)
why when torque loads model it have no texture.(model was exportedin same folder with texture)
please help
#3
01/04/2009 (10:17 am)
I have done all of thing:created bounds,puted texture of material editor ,but when it loads model have no texture.what i have done bad?
#4
01/04/2009 (10:34 am)
First, check your work in ShowTool Pro. Are your images shown in the materials list window? If so, do the names there match their filenames? Are your texture images in either PNG or JPEG format, with .png or .jpg filename extensions?
#5
01/04/2009 (12:23 pm)
To continue what Sherman already stated...

Are your textures power of 2? If not, torque won't render them.
You can also look in your console.log to see what the problem is.
#6
01/05/2009 (6:01 am)
My texture is in jpg format.

Guys can you make simple short tutorial (video) or (pdf) file.and upload somewhere.
I'am little chagrin that i bought 3dsmax with a lot of money expecting that dts will worlk on my torque.
Thanks for above link in tutorial but there is not so clearly staded for me .
can you help and make very shor tutorial how make dts using 3dsmax.I think that would not take a lot of time to help.I have a lot of models made by self ,sounds,al lot of money was included in my dream make own game.
I need just simple tutorial how export dts.
#7
01/06/2009 (7:21 am)
My texture is 500x375 size.Maybe here is problem as "Mike Rowley said"
@@Are your textures power of 2? If not, torque won't render them.@@
texture extremely must be 512x512 or 64x64 ant..................
#8
01/06/2009 (7:26 am)
They do not have to be square. They could be 512x8 if that was the way the model's UV map was setup.
#9
01/06/2009 (7:42 am)
*******
what i do wrong?????!

DTS simple exporter.
1.i make shape with 3dsmax (teapot)
2.put on it material,texture.
3.make square arond my shape and rename it in bounds.
4.exporting in same directory as texture 512x512 jpg format.
5.copy all folder with all files in D:\Torque\SDK\example\tutorial.base\data\shapes
6.load torque
7.load shape with no texture just grey color.
*********************
Dts pro exporter

1.make simple shape(teapot)
2.load ,put on model texture
3.pressing quic setUP
4.stting colision
5.Quick export
6.and do all as telled in above chapters


What's the problem?i'm trying export texture with model 2 weeks but result is same.
please help.
#10
01/06/2009 (7:54 am)
Not sure since I do not use Max. Are you UV Mapping your model so that it loads the texture and maps it to the faces correctly? When you open the texture in an image program, is it the one you are expecting?
#11
01/06/2009 (8:07 am)
No i'am using just texture on max but torque loads with no texture
#12
01/08/2009 (7:16 am)
That's it,there was problem of texture.Ihave just puted original torque texture from original folder and my object was loaded correctly!!!!! woohooo! thanks guys for helping.
Besides can you tell me what it means "texture must be powers of two"
and why original texture appear corectly?what kind it must be?
#13
01/08/2009 (7:27 am)
PNG, JPG, or BMP. Use PNG's for models with transparency.

Power of Two explanation from Wikipedia