Game Development Community

3ds Max Exporting Frustration

by User · in Artist Corner · 07/16/2009 (6:44 pm) · 10 replies

Alright, i've been searching really hard... Cant find this stuff anywhere in the documentation.

I have a level i made and am trying to get it into torque3D. But when i export it to dts. in max, it says like "No data to export." Looked around and it said check the documentation. Cant find anything..

And also when i try to export to .DAE, it says texture export error: unable to export map#1, changing to generic texture. I export it into Torque and there are no textures whatsoever, and most of the geometry is missing. i put the textures in the export folder, nothing. It Seems my only hope is to either export the model peice by peice, and use the material editor to aplly the texture ( theres at least 200 geometry pieces in my levels, who knows how many polys)

Or i could export the scene to constructor and export to dif, which i am starting to dispise since whenever two gemometry objects collide in the .dif the meterial goes blank and is completly see through... And for some reason on the level that i exported, when its about to create brush surfaces it quits. No errors. The export file isnt there. I loose my work. Im looking through the file, and its either too complex geometry, or too many colliding shapes.

Another way is google shetchup pro... Dont get me going.

Need A Cure! Help MEEeeeee...

#1
07/17/2009 (10:59 am)
Sounds like you're missing a step in setting up the file. Send it to me and I'll have quick look at it for you. I'm in the middle of doing a whack of exporting on a gig I'm doing, so I can definitely see what's going on :)

(see my profile for contact info)
#2
07/17/2009 (12:04 pm)
hey matt,

What collada exporter are you using? Im using one from sourceforge.net, the NextGen Collada exporter and its working great. With torque 3d id just use collada if i were you.

As for your geometry missing or being messed up when you get the model in the engine, I had this problem as well. The problem is you don't want to have more than about 8,000-10,000 polys per OBJECT (note i did not say for the whole model!). If you have an object thats too many polys, start selecting polygons and hit the detach button. That way you will split it up and it will import fine.

hope that helps
#3
07/19/2009 (6:30 pm)
Sorry about getting back to everyone, Went camping..

Anyways, @James: I think its because i don't have the textures in the folder, ill do more testing and if i cant get it ill send it to you.

@Andy: The only part that's not exporting is some right triangle for ramp purposes. I can try exporting them separately.

Also when i export them, there is no colliding.. player falls right through. Any way to change this?
#4
07/20/2009 (1:58 pm)
You can either create a collision mesh or turn on polysoup collision once you've placed the model.

No worries. I won't need to see the textures, just how you've set up the geometry for export. I suspect it has to do with the naming convention so that when you embed the "Details", not all the geometry is being registered.
#5
07/21/2009 (5:06 am)
Alright, i'll pack it up and get it to you as soon as possible.
#6
07/26/2009 (7:43 am)
Matt,
if the only thing you are trying to export is just a level , why don't you use the collada exporter of you 3d application instead of the DTS exporter? I would prefer using the DTS exporter for items, characters and simple shapes.
#7
07/26/2009 (11:55 am)
@Picasso i tried to, but it says something about normal maps not exporting correctly, and when i take it into torque it has no textures. and when i use the material editor, it selects as one whole object. I Tried exporting them into different parts but i couldn't get them lined up correctly. Ill try that later.
#8
07/26/2009 (12:16 pm)
Matt, let me assure you that bringing level from your modeling application to T3D is very easy process. You might be missing something very obvious. You can do it via DTS exporter. Bring it in Torque as a TSStatic and enable it as polysoup. The other way and may the better is to export it as COLLADA because that will automatically create material.cs file when loaded. I bet you will do it very quickly in one of your next trials.
#9
07/26/2009 (2:45 pm)
@Picasso:

I got 3ds max a couple weeks ago, soo right now its like talking gibberish. How do i enable these things?
#10
07/27/2009 (6:34 am)
Matt, please, refer to the artist's documentation ,