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Having trouble adding a 3D DTS model to a project

by Steve Marshall · in Torque X 3D · 05/17/2009 (2:21 pm) · 4 replies

Ok, so I made a new Starter Game 3D project and imported a DTS model with 2 png files to my project.

I set the Build Action to "Content" for the DTS model.

I then tried to add the DTS model to my scene using the "Add Asset to Scene" button. When I do that, the "3D scene View" stops rendering and it shows either a green box or a red box with arrows.

I then have to restart Torque X Builder 3D for it to function normally (although if I open up the project I just added the DTS model to...it STILL doesn't work.)

Anyone have any idea what I'm doing wrong?

Is Vista 64-bit even supported???

My System Specs:
Vista 64-bit SP1
Radeon 4850
i7 420 processor
3GB RAM

#1
05/19/2009 (4:37 am)
The DTS files do not require any build action.
#2
05/19/2009 (1:01 pm)
And make sure that you set the copy option to Copy if newer.
#3
05/19/2009 (11:27 pm)
Ok, I tried setting setting the below for the DTS file...and I still get the same issue.

Build Action = none
Copy to Output Directory = Copy if newer



Another question regarding this issue. MUST the PNG file be present in the project? Also, does it have to be in a particular directory or can I just place it anywhere? (I've been placing it in the same DIR as the DTS model.

For some reason, I have a feeling the TX 3D is not finding the PNG file and thats whats screwing things up.
#4
05/19/2009 (11:45 pm)
If you used the texture path "." when exporting your DTS file, placing the texture in the same folder as the model should work.

The PNG file should have the following settings:
Build Action = Compile
Content Importer = Texture - XNA Framework
Content Processor = Texture - XNA Framework
Copy to Output Directory = Do not copy

I hope that helps. Check the dump.dmp file of the exported DTS with notepad if there is anything wrong with it.

I also encountered a problem myself when Torque X did not want to use a model I exported. I was not able to figure out what the problem was.

I would suggest you upload the screwed model somewhere so someone from Garagegames can check it with a debug build.