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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:
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 externals
Both 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?

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#1
01/23/2014 (12:11 pm)
Just download the precompiled package of Torque3D 3.5 MIT
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
#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
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.