DTS Exporter Not Finding Detail
by Aviticus · in General Discussion · 06/22/2011 (3:28 pm) · 6 replies
Greeting community,
I've been trying to utilize the 3DS Max 2012 version of the DTS Exporter, and everything appears to work fine when exporting without the skin modifier enabled. Here is an image of my hierarchy:
http://www.legends-of-etherell.com/images/lead_designer/Torque_DTS.jpg
I have a feeling that it's related to my hierarchy. I've read through the garagegames.com tutorial and can't seem to figured out where I'm going wrong. Thanks in advance for any assistants offered.
-Aaron
I've been trying to utilize the 3DS Max 2012 version of the DTS Exporter, and everything appears to work fine when exporting without the skin modifier enabled. Here is an image of my hierarchy:
http://www.legends-of-etherell.com/images/lead_designer/Torque_DTS.jpg
I have a feeling that it's related to my hierarchy. I've read through the garagegames.com tutorial and can't seem to figured out where I'm going wrong. Thanks in advance for any assistants offered.
-Aaron
About the author
Hi everyone, my name is Aaron Victoria. I'm a game developer and composer. I'm also 1/2 of the SilverHelm Studios, and responsible for developing Legends of Etherell: Antavia; the first installment of our MMO franchise.
#2
06/22/2011 (9:50 pm)
Thanks very much E.B. You've been a very helpful supporter here in the GG forums, and I'm very much appreciative for it. I've found quite a few answers to my many Torque development questions after reading your replies. I'm making sure to put a thank you to you and all the other members of the forum that take the time to help less educated individuals such as myself. I've been programming for about 14 years and have finally started doing 3D models and animation to support my company's efforts to develop a great indie game without too much excessive budget spending. This was just what I needed and has helped me solve my issue. Once again, much thanks for the advice and helpful instruction; I look to hopefully helping you some day as well.
#4
06/23/2011 (7:58 pm)
Not a problem, and the model exports fine until I attempt to add the biped; I'm at my wit's end haha. I've tried every tutorial I've found online, I either get an error asking me to remove the skin modifier or one saying that there is no content to export. Most likely we'll be paying an outside source to handle the conversions because the time it's taking me to get a grip on this is really drawing away from my design time. If you know anyone that has had success with the export, I'd love to pay them to do some quick conversions.
#5
Probably nearing 300 characters at this point.
eb7898 [at] hotmail [dot] com
- Drop me an email, I'll give you a good deal.
06/23/2011 (8:42 pm)
I've done exporting for dozens of companies and games/simulators etc.Probably nearing 300 characters at this point.
eb7898 [at] hotmail [dot] com
- Drop me an email, I'll give you a good deal.
#6
06/23/2011 (9:56 pm)
Ok great E.B. I'll message you shortly.
Torque Owner TheGasMan
G.A.S. [+others]
A setup with base & start are for regular shapes. Skinned meshes using biped use bip01 or bip001 etc., as the root node.
The following image is of the torque orc schematic. So you would link the detail2 node to the bip001 node.
Image link since the image is too wide for the site; torque.abigholeintheweb.com/public_system/useruploads/player_schematic.jpg
//edit:
A good way to start on the right foot is to grab TGE from your account(if it's there, inside of it is a player.max files located in the art/shapes/player DIR. It includes the cfg file used for that model(some people avoid cfg use).