Game Development Community

Exporting from 3Ds Max 9

by Kartik · in Artist Corner · 08/18/2009 (12:44 am) · 13 replies

Hello,
I'm a new torque user and have a few questions regarding exporting meshes from 3Ds Max 9.

First, I would like to know from where I can get the appropriate exporter, cause all the links I have tried from earlier posts on this site do not work.

Also, I would like to know if it is possible to export an entire level created in Max and bring it into Torque. If so, then what exactly do I need to keep in mind before attempting this.

Thanks.

#1
08/18/2009 (5:44 am)
You could use the COLLADA exporter in your modeling application to export your geometry and the COLLADA loader in T3D to get it in the engine.
What it does is generating yourmodel.cached.dts in the folder where your COLLADA file resides.
Anyway I would suggest to use the exporters available under Support/Documentation/artist for exporting meshes that are going to be used for items, players etc. and COLLADA for level building.
In T3D the COLLADA loader makes very easy putting the entire level built in max in the engine. You don't need to setup anything. Just do some modeling , map/unwrap and export as *.dae. The T3D's COLLADA loader will do the other job.
Good luck!

#2
08/18/2009 (11:18 am)
www.garagegames.com/documentation/artist
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Quote:Also, I would like to know if it is possible to export an entire level created in Max and bring it into Torque. If so, then what exactly do I need to keep in mind before attempting this.
Well, I would need to know what type of game you're thinking about as an FPS is severely different in level design than a mario bros. game. My point is, it is not that simple to answer without knowing the game genre.
#3
08/19/2009 (1:55 am)
Hi eb...

This will basically be for a car racing game...city levels based on actual terrain.
#4
08/19/2009 (11:13 am)
I would not suggest a Racing level as 1 model for TGEA...mainly because the current DTS exporters only allow 20 collision meshes...erm make that 19 as you would need at least 1 LOD level (LOD and collisions share the cumulative number).
T3D uses Collada and a spruced up version of poly soup...this could be something for you to look into if you have the cash to buy in. You could split your max scene into a few models and export to collada. With the use of clip-meshes, I am sure you would enjoy the experience and performance.
#5
08/19/2009 (4:51 pm)
There is a polysoup feature in TGEA too. You don't even need to setup the collision meshes in your level built entirely in Max. Just export it as a DTS and load it in TGEA as TSStatic and use polysoup on it. If your level is more than 8-10 k polys split it up in several *.max files.
#6
08/19/2009 (5:52 pm)
TGEA's POLYSOUP has been known to fail miserably at random times in random locations. ..but that isn't to say that you can't fix it or just use it as it is and hope for the best.
If you're going to sell the game, I highly recommend against using it in TGEA.
#7
08/20/2009 (12:34 am)
So..Basically..the solution lies in Torque 3D at the moment?
#8
08/20/2009 (11:16 am)
I don't know how to say that T3D is the best choice without sounding like a marketing/sales person..but in all honesty, yes. TGEA is only good for nintendo-ish games unless you heavily work the code.
TGEA is like an old broken Chevrolet car, T3D is shaping up to be a nice new Honda Truck. It's not going to be a new Bentley but it's also not going to be a new Ford Minivan either..if you can get the gauge that I mean. ;)
- It's well worth the $ IMO.
#9
08/20/2009 (4:10 pm)
I do not agree with you, eb. I am having no problems with polysoup in TGEA. Sometimes problems appear, but they are because of some artist's bad work. For instance doubled edges, vertexes which are very close each other which need to be weld, etc.. I have built several levels so far and have had just twice little problems with polysoup and I fixed them in 5 minutes. It's a modeling issue when a problem appears using polysoup.
By the way let me mention that I am currently working with TGEA and keep on building my game on it for the time being. I don't agree it's like a broken Chevrolet. There is a lot of potential in TGEA. It's a decent engine and appropriate for building a game if you are not going to use advanced lighting and some of the new features the T3D provides.
T3D is definitely better than TGEA. Lots of new features....
But even moving to T3D you are going to use polysoup if you target creating a huge environment. Polysoup spends time. You don't need to setup collision meshes.
Anyway it's a matter of choice how to build your environment. The known ways are : DIFs, Custom Collision meshes, Terrain ...and... polysoup. So you decide. But if the question is "is it possible to build the entire level in my modelling application" the answer is "Yes"... even if you are going to sell that game :)). Anyway if we are not going to sell anything why we keep on working? :)))
#10
08/20/2009 (4:48 pm)
I removed the top portion of my post as it may keep this lame debate going.
Picasso: You're entitled to your opinion..just make sure you're not giving out advice that you may have to take back someday. I'll do the same. :P

Edit: I think this is too big of a question to answer in a thread with 2 people answering.
#11
08/23/2009 (3:30 pm)
Hi Guys,

Sorry was away for a few days and did not get a chance to reply to this post. I strongly believe that no matter what the engine is, it is in the end upto us on how we use it and what we are comfortable with. I guess it is justified that we praise that which we are most comfortable with.

Picasso, it would be very helpful for me if you could tell me more about PolySoup and just share a few tips on how I can start off with it. Since I currently have TGEA, I might as well use it and see how it works before I think of upgrading to T3D..

Thanks
#12
08/25/2009 (7:23 am)
Kartik, if this helps you any, I compiled the dts exporter for max 9 with the capability to export 100 maxdetails, the current exporters only allow 20. See this link for more information:
www.garagegames.com/community/forums/viewthread/91163/2#comment-668635 I can't remember how the collision volume counts in a scene affected TGEA. so, best of luck!
#13
08/25/2009 (2:59 pm)
Hi eb,

Thanks for the link..I will check it out and let you know.