Map2Dif and T3D 3.0 Map2DEA?
by Kevin Mitchell · in Torque 3D Professional · 06/25/2013 (1:43 pm) · 8 replies
If the MIT version no longer support dif's then is there a way to go map to collada?
Currently I'm using 3D world studios for game art. I wanted to know what is my other options to get this solution working for the new T3D?
Currently I'm using 3D world studios for game art. I wanted to know what is my other options to get this solution working for the new T3D?
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
It's gone for good, it won't be coming back.
When I was the committee secretary and we first came up with the plan for the removal there was no plan for the committee to create a converter tool. Since DIF's imminent removal was messaged very early (about two versions before it actually happened) combined with the fact that DIF was deprecated for the past 3 or 4 years of T3D's retail life and the Export DIF to DAE feature in previous versions, it was thought that there was ample time for users to adjust workflows. Plus, if there was a need for a conversion tool after the fact then that would be another golden opportunity for a community member to fill a need.
If there isn't a map to dae converter out there in the wild somewhere, then a stop gap solution would be to download the previous version with DIF support still included and use the Export DIF to DAE feature. It may still require a lot of after the fact cleanup in Blender or another 3D app though.
06/25/2013 (2:09 pm)
Quote:The .dif interior part is gone
(some say gone for good but tbh not really sure)
It's gone for good, it won't be coming back.
When I was the committee secretary and we first came up with the plan for the removal there was no plan for the committee to create a converter tool. Since DIF's imminent removal was messaged very early (about two versions before it actually happened) combined with the fact that DIF was deprecated for the past 3 or 4 years of T3D's retail life and the Export DIF to DAE feature in previous versions, it was thought that there was ample time for users to adjust workflows. Plus, if there was a need for a conversion tool after the fact then that would be another golden opportunity for a community member to fill a need.
If there isn't a map to dae converter out there in the wild somewhere, then a stop gap solution would be to download the previous version with DIF support still included and use the Export DIF to DAE feature. It may still require a lot of after the fact cleanup in Blender or another 3D app though.
#3
well what i mean with not sure
is
it has potential but like you mentioned, it was already messed up years ago
since am a forum camper
i came across of alot so yeah i understand that
but dif to dae - noone should even attempt that
i highly doubt that it would be worth the time
so either someone steps up and creates
a miracle tool that can convert mapToDae
or ppl just have to go with the time
and that would be proper collision mesh creation along with export
from your favourite 3D App as .DAE
06/25/2013 (2:20 pm)
@Scottwell what i mean with not sure
is
it has potential but like you mentioned, it was already messed up years ago
since am a forum camper
i came across of alot so yeah i understand that
but dif to dae - noone should even attempt that
i highly doubt that it would be worth the time
so either someone steps up and creates
a miracle tool that can convert mapToDae
or ppl just have to go with the time
and that would be proper collision mesh creation along with export
from your favourite 3D App as .DAE
#4
To use: go into the level editor, open up the console and type:
convertDif2Dae();
A dialog should pop up allowing you to chose the .dif file. Chose it and accept it.
Here is the code:
06/25/2013 (3:05 pm)
I created a torqueScript function that converts .dif to .dae. This code requires you to still have the interior files in the engine from the older revisions on GitHub. This is an in game converter.To use: go into the level editor, open up the console and type:
convertDif2Dae();
A dialog should pop up allowing you to chose the .dif file. Chose it and accept it.
Here is the code:
// Jeff: converts a .dif file into a .dae file
function convertDif2Dae()
{
%dlg = new OpenFileDialog()
{
Title = "Convert .DTS to DAE (Collada)";
Filters = "Dif Interior Files (*.dif)";
DefaultFile = "";
MustExit = true;
ChangePath = false;
MultipleFiles = false;
};
// Jeff: if the person chose a file
if (%dlg.execute())
{
%file = makeRelativePath(%dlg.FileName, getMainDotCSDir());
if (!isFile(%file))
{
MessageBoxOK("Oops!", "Something had gone wrong with opening the file. The file may be corrupt or it may not exist. If this problem persists, contact the development team for support.");
return;
}
// Jeff: spawn the interior and then export it to collada!
%obj = new InteriorInstance()
{
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = %file;
};
MissionGroup.add(%obj);
// Jeff: give it time to render
%daeFile = fileStripExt(%file) @ ".dae";
%obj.schedule(100, "exportToCollada", %daeFile);
%obj.schedule(200, "delete");
}
%dlg.delete();
}
// Jeff: strips the extention off of a file while keeping the full path
function fileStripExt(%file) {
return filePath(%file) @ "/" @ fileBase(%file);
}
#5
09/29/2013 (11:53 am)
Say, Mr. Mitchell if you haven't heard of Ultimate Unwrap, it's available at www.unwrap3d.com and have many file conversions available for it, Collada, dif, and map among them.
#6
09/29/2013 (6:26 pm)
thank you sir.
#7
Why is this pack still for sale on the GG site if it doesn't work? Kinda just got ripped off?
12/01/2013 (9:05 am)
I wish I would have know about all this before I bought http://www.garagegames.com/products/downtowndistrict. I had no idea that the models wouldn't work. Why is this pack still for sale on the GG site if it doesn't work? Kinda just got ripped off?
#8
12/01/2013 (10:01 am)
If you own a license to the older T3D engines you can export those DIF to COLLADA using the Export to DIF option from the File menu in the T3D editor. Or if you have an earlier version of the MIT code floating around. Ultimate Unwrap might be a easier option - haven't tried it. In T3D you have to add each item to your scene from the library then export them individually. If UU has a batch feature then it would almost certainly be easier and faster.
J0linar
(some say gone for good but tbh really not sure)
now from what i have seen there are no plans to replace it with a mapToDae converter
especially since that would mean serious working when you look at the obsolete interior code and compare it to dae you will
see that those are really different
and now instead what you could do would be
splitting up your meshes
and exporting those as seperate objects in the .dae format
for quickdirty testin activate polysoup as collision
but if you intend to release your objects
then it would be advised to create proper collision meshes
now thats another part
and i can feel your pain but thats how it is at least currently
but i wouldn`t worry too much as we are in a constant shifting evolving phase with T3D