Game Development Community

Maya 2k8 x64 DTS exporting issue (repost)

by Jeff Baker · in Artist Corner · 03/03/2009 (10:58 am) · 2 replies

1. So I began a new scene and checked to make sure that I was in fact in meters and made that change.

2. Created my box, unwrapped it, and applied a texture.

3. Created my bounding box and locked it.

4. Embeded the shape and then clicked "Register Details" and got this error "No detail meshes found"

www.jeffreynbaker.com/FileTransfer/TorqueIssue/Nodetail.jpg
Here is what my Hypergraph looks like after this error

www.jeffreynbaker.com/FileTransfer/TorqueIssue/hypergraphAfterError.jpg
5. So I created an empty group, named it and parented it to the correct node.

www.jeffreynbaker.com/FileTransfer/TorqueIssue/hypergraphAfterEmptyGroup.jpg
6. Exported the shape, created the .mtl file by exporting the .obj and then placed the necessary files into their folder

www.jeffreynbaker.com/FileTransfer/TorqueIssue/folderStructure.jpg
7. Tested it in ShowToolPro and got this:

www.jeffreynbaker.com/FileTransfer/TorqueIssue/showTool.jpg
8. Then checked it inside the engine. I see a bounding box, but no geometry

www.jeffreynbaker.com/FileTransfer/TorqueIssue/inEngineBoundingBox.jpg
Any help would be greatly appreciated. I can't figure out what is wrong. I seem to be doing everything correctly, but it just doesn't want to work! I'll keep plugging away.

#1
03/03/2009 (12:30 pm)
Hey Jeff,

Your naming conventions are incorrect :(

Here's what you need to do: Rename box to box2.

Right now, your detail2 is the only detail you have, so you need a mesh to be drawn at that size (the 2 means that the box is 2 pixels big on the screen - way off in the distance).

With DTS formats, it all depends on your suffixes matching up. If you had a collision group, you'd need a group called Collision_1 and a mesh called Col_2 under start01.

If you wanted multiple levels of detail, you'd name the next one detail64 for example. You'd make a box named box64. Then when you got closer, the box2 would swap to box64 when the box was at least 64 pixels big on screen - a small-to-medium distance away.


EDIT - Also, you don't need to HAVE to put the box under start01. As long as the suffixes add up and it's only one mesh, the exporter will find box2 and make it the only mesh that draws.

Pay attention to suffixes! Let me know if that helps.

-Dan
#2
03/03/2009 (6:28 pm)
Dan,

Perfect! That's exactly what I needed to know. It loaded into the engine without a problem.

If I have any other questions I'll be sure to post them here.