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.dts Mount Data, etc...

by Benedict Tough · in Technical Issues · 04/23/2009 (8:49 pm) · 7 replies

On the game I am working with, one of the modelers wishes to replace the work of an older member who left with his own, a smoother version, however it is in the locked torque model format.
This got me thinking, since we don't actually need the original model, I was curious as to whether someone here would be okay with just opening it to find the data that comes with the model, allowing the production of a replacement, as opposed to actually unlocking the model, as I take it GG is loathe to do.

tl;dr?
Basically, would someone here be okay with unlocking a .dts/.dsq simply to get model data (as in mount points, etc..), rather than providing the model?

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#1
05/06/2009 (8:41 am)
Im going to have to bump this, and will continue to do so for a while if it keeps drifting back.
This problem is still here, and not going anywhere fast, as is our game while this remains an issue.
Feedback warmly appreciated.
#2
05/06/2009 (9:22 am)
Why not just create all new artwork? Seems like a no-brainer to me.

The problem isn't that no one wants to do it, it's that the .dts format is a compiled or binary format for art data. If you don't have the source art in question then your options are limited.

1: Create all new art and export it for use in Torque. This is what you should be doing anyway. Exporters exist for a wide number of modeling applications.

2: It's a PITA, more than tedious, and devastatingly mind-numbing but you can always use a hex editor to obtain the information and rebuild the data. This isn't something that just anyone would attempt -- expect long hours if you go that route.
#3
05/06/2009 (12:16 pm)
If you just want the mount nodes, you can load the .dts into your world and script a mountImage function. This will show you where things mount.

If you upload the .dts somewhere I can try to help, but I can't promise anything.

What is the model? A weapon, character, object...?

What information do you need from it?

A .dts file is different than a .dsq. The .dts is the model, the .dsq files are the animation sequences. Some .dts files have embedded animations (like the crossbow), and therefore, no associated .dsq files.

Tony
#4
05/11/2009 (3:20 am)
Apologies for my tardiness in replying here, especially after I complained about it.
The model is a player model.
I was in touch with our program's modeller, who says that he would need the joints, the bone structure and the shapes names.
We are creating new artwork Michael, but we require this data to do so, not an extracted model as you seem to be implying, as we wish to replace the work, not build off it.
I know about the many .dts exporters out there, and the couple of importers as well, yet that is not the goal we are working towards, as plagarism is not a good thing, and we appreciate this.

Many Thanks for your continued time.
#5
05/28/2009 (7:55 am)
I'm going to have to bump this again.
This problem is still affecting our project's development, and there is only so much time that can be stalled.
It is not going anywhere fast while this remains an issue. When it comes to the crunch, we cannot release the new version of the game without this, as functions involving the player model are sorely needed.
#6
05/28/2009 (8:44 am)
If all you need are node/mount-point names then ShowTool is more than capable of telling you what you need to know. And so long as the new model in question has the same hierarchy and skeletal structure you should be able to use the existing .dsq animations and drop it straight in.

Someone on your team with a license should have access to the source art included with the SDK - if ShowTool isn't enough - that is what most people base their assets on.
#7
05/28/2009 (10:56 pm)
Thank you kindly.