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Placing DTS in a DIF interior

by Jake H. · in Game Design and Creative Issues · 03/07/2009 (4:38 pm) · 7 replies

I'm working on a project where I need precision DTS placement in a DIF interior. As such, simply using the Mission Editor seems overly tedious. Additionally, I can't simply bake the DTS's into the DIF as I need to manipulate them using TorqueScript (doors, actually, opening and closing).

Any suggestions? I'm mostly curious how others go about placing doors/windows and such into a DIF.

#1
03/08/2009 (4:45 am)
Hmm.. i don't now if this helps but when i want need precision placement of two models i compose scene in graphic program, set pivots of those objects in the same place(for example 0,0,0) and export models. In mission editor i simply set the same position(for both objects) and it's works.
#2
03/08/2009 (9:16 am)
Do you mean that you export all the objects with pivot points at 0,0,0 (say in 3ds max)? So then the pivot point is what sets the position. What about multiple instances of the same door? Wouldn't I have to then export two instances of a door instead of one?
#3
03/09/2009 (12:50 am)
Yes- pivot sets position so if you have multiple instances od the same door this will not work. Sorry.
#4
03/10/2009 (12:10 pm)
Any other suggestions?
#5
03/11/2009 (3:10 pm)
I believe with Constructor you can import DTS objects into an interior, but they have no collision if I am correct.
#6
03/12/2009 (3:56 am)
I checked this Tyler. Imported DTS have collision. I imported some wall(simple box) and placed in on box shape. Export to DIF works and collisions in engine also. I used constructor 1.0.51 and TGEA 1.7.1.
#7
03/12/2009 (7:12 am)
That is true. However, DTS shapes placed in Constructor are "baked." In other words, you can't interact with them in the least. They have collision, but you can't access them through scripting, which is something I need to do.