Game Development Community

how to setup the .dts files in Blender

by Gary Roberson · in Artist Corner · 10/11/2012 (7:28 pm) · 7 replies

I'm using Blender to import/export .3ds files into .dts files. I've downloaded the files from the link provided. They are all python files, and I've placed them into the addon directory of the Blender app. I beleived thats all I needed to do. When i use the File/Export option, the option that converts them to the .dts format is not there, which leads me to believe that Blender doesn't know that they are there

Perhaps I've placed them into the wrong directoy.
Perhaps I'm missing a .dll file
Perhaps I've missed a step in setting the file. (I used copy/paste to put the files in there. I couldn't find an set up file or instructions on how to set up the files.)

#1
10/11/2012 (11:23 pm)
What version of Blender are you using?
Are you trying to export them to work with TGE/TGEA or T3D?

The DTS exporters only work with Blender up to versions 2.49 I believe.

If you take the latest Blender (2.64 at the time of this writing), you simply need to export the file to Collada (.dae) as T3D reads Collada natively.

To add .3ds import to Blender (version 2.6x), simply navigate to the user preferences, under the Add-on Tab. Under the Import-Export category, just check the 3ds option. Then, make the necessary adjustments and export to collada!

Things to keep in mind:

- Assign a material (even if it is basic) to the shape or it won't show up in T3D.
- For textures, just follow the usual Uv-Unwrap method and place the texture file in your anywhere under your T3D directory; it should show up as soon as you load the model.
#2
10/12/2012 (8:15 am)
For additional python exporters you'll need the correct version of Python installed for that exporter - which won't be the latest ...
#3
10/12/2012 (1:07 pm)
Mr. Love,

you might be the man I'm looking for.

First of all, your questions

1. I'm trying to export them into TGE 1.4.2
2. I'm not sure which version of Blender I'm using, but I think it is 2.64. (i'm at a library computer atm)
3. I'm aware of the collada option, but as I have much of the project done using TGE, I want to keep using TGE until it is finished. Another problem since you mention this, is that I've experimented with the Collada option, and have run into the problem you mentioned. (My model doesn't show up in T3D.) When I get back home, I'll go and double-check to see if I do have the material assigned to the shapes. Does that mean the textures have to be in the same directory as the .dae file. (see my post exporting models in the T3D forums.

4. Will this method also work for the .dts exporter. (i.e. navigating to user preferences, and adding .dts support)

I'll try all of this. Thanks for your help!
#4
10/12/2012 (1:47 pm)
1- TGE 1.4.2 - DTS Exporter

The .dts exporter by James Urquhart only works with Blender versions up to 2.49. You can download older versions of Blender at

http://download.blender.org/release/

The latest available version of the dts exporter (which I had a hard time tracking down) is still available at

http://mirror.dataorb.net/BlenderDTSExporter_097beta3.zip

To install addons under 2.49, you must first download the exporter script and extract it under /.blender/scripts.
There are some instructions on tdn.garagegames.com in the TGE section about setting it up, exporting characters, etc.

As Steve Acaster mentioned, you will have to install the Python Version which is compatible with Blender 2.49, which is not the latest Python version.

Once that is done, you should see the option to export to the Torque game engine under your Export menu.

Blender had a major overhaul for version 2.5, making most scripts, including the .dts exporter, buggy or non-functional. Nothing prevents you from having 2 copies of Blender installed at the same time, but the workflow differences between the two are pretty big.
#5
10/12/2012 (1:52 pm)
2- T3D textures not showing

If you can load the model successfully in the Shape Editor, I have no clue why it wouldn't show up in the world unless it is an LOD problem, which you can adjust directly in the Shapes Editor.

The documentation for T3D answers pretty much every question which you may have about setting up the export, LODs, animations, etc. :

http://www.garagegames.com/products/torque-3d/documentation

The only issue that I had was the model not showing up even in the shape editor, only the gizmo axes were showing. Adding a basic material solved the issue.

If it was a missing texture file, then the file should preferably be under the same directory as the model.
#6
10/12/2012 (9:24 pm)
Mr. Love,

By assigning a material to the shape, do you mean check the skin box in the media subsection of the Scene Tree Inspector?
#7
10/13/2012 (2:13 am)
This might help if you have access to the data:
http://tdn.garagegames.com/wiki/DTS/Getting_Started