Need help compiling dae2dts
by Simon Stockhaus · in Technical Issues · 01/23/2014 (11:36 am) · 6 replies
Hello!
I'm working on a mod for a game that uses TGE 1.2, and thus uses the .dts format for models. Since the .dae to .dts converter in Torque3D supposedly conserves animation I thought I'd use that instead of exporting the model through Blender 2.49. However, for some reason I can't seem to be able to compile it.
When I try to compile the sources in T3D 3.0, I get a load of these error messages:
Any idea what might be wrong?
I'm working on a mod for a game that uses TGE 1.2, and thus uses the .dts format for models. Since the .dae to .dts converter in Torque3D supposedly conserves animation I thought I'd use that instead of exporting the model through Blender 2.49. However, for some reason I can't seem to be able to compile it.
When I try to compile the sources in T3D 3.0, I get a load of these error messages:
15>C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludewinscard.h(1120): error C2872: 'UUID' : ambiguous symbol 15> could be 'C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincluderpcdce.h(72) : GUID UUID' 15> or '../../../../../Engine/source/console/engineStructs.h(37) : Torque::UUID'Compiling the latest sources from Github gives me this instead:
1>../../Link/VC2010.Release.Win32/dae2dts/main.obj : warning LNK4042: object specified more than once; extras ignored 1>torque3d.def : error LNK2001: unresolved external symbol torque_winmain 1>../../../game/dae2dts.lib : fatal error LNK1120: 1 unresolved externalsBoth of the builds also have a LOT of these warnings:
1> main.cpp 1>../../../../../Engine/source/app/version.h(37): warning C4005: 'TORQUE_ENGINE_PRODUCT' : macro redefinition 1> c:userssimondropboxtorque3dtoolsdae2dtssourcetorqueConfig.h(45) : see previous definition of 'TORQUE_ENGINE_PRODUCT'
Any idea what might be wrong?
#2
01/23/2014 (2:46 pm)
Yes - the dae importer works directly through the world editor - just open the library in the Object Editor (F1), choose the Meshes tab and browse to your model file. Double-click it and the importer will open. Select appropriate options and then click OK.
#3
01/24/2014 (12:10 pm)
Thanks for your help, guys. I tried using T3D's dae importer, which preserved textures and animations, but when I try to load it into the other game, it crashes and leaves this error message in the console.log:Error: attempt to load a version 26 dts-shape, can currently only load version 24 and before.Is there a way to fix this or do I have to export through Blender 2.49?
#4
01/24/2014 (2:04 pm)
You'd need T3D 1.2 with editors to get the right dts version via the engine import, though an earlier version dts exporter for blender would do the trick as well.
#5
I did actually manage to track down the demo version of Torque3D Tools 1.2, and lo and behold: in the 'tools' folder is a compiled and working version of dae2dts!
The model imports into the game via the editor with no crashes, though the materials are broken and trying to load it as a vehicle crashes the game, but I think this is because it's improperly set up. I'm going to play around a little on my own and see if I can get it to work.
Again, thanks a lot for your help!
01/25/2014 (10:41 am)
Exporting through an old version of Blender is the standard way of getting models into the game in the community, but it's something I'd ratehr avoid; not only do the two versions use different interfaces but they also work differently and have separate file formats.I did actually manage to track down the demo version of Torque3D Tools 1.2, and lo and behold: in the 'tools' folder is a compiled and working version of dae2dts!
The model imports into the game via the editor with no crashes, though the materials are broken and trying to load it as a vehicle crashes the game, but I think this is because it's improperly set up. I'm going to play around a little on my own and see if I can get it to work.
Again, thanks a lot for your help!
#6
01/27/2014 (9:48 am)
Well, if you get that far fixing the materials should be a matter of correcting the paths in the model's materials.cs file.
J0linar
mit.garagegames.com/Torque3D-3-5.zip
You dont need to compile, just use the project generator and create a new project based on the full template.
Throw in your .dae models in the art folder and load up the Full.exe
in the editor just place your models in a map and you will get cached dts models.
Thats the easiest way, hf