Game Development Community

TGEA 1.7.0 Beta 2 DTS exporter

by Kory Imaginism · in Torque Game Engine Advanced · 03/29/2008 (6:08 pm) · 14 replies

I was wondering if you have to use a certain file exporter for TGEA beta, because for some reason none of my files that i exported from milkshape and a software call toolbox doesn't work.

Is anyone else having this problem

#1
04/08/2008 (12:51 pm)
What type of error are you getting in the console when you try to add them? Is the program just crashing or is there a error message? We need just a little more information in order to be able to help you.
#2
04/08/2008 (6:21 pm)
The program just crashes.
#3
04/08/2008 (6:51 pm)
...
#4
04/08/2008 (6:55 pm)
I know they work in showtools and TGEA 1.0 -1.03.
#5
04/08/2008 (9:13 pm)
I just export out a model from toolbox that is around 3K and it works pefect. and then i exported a model around 6k and it didn't work, can 1.7 only do low poly models?
#6
04/08/2008 (10:40 pm)
I have a >9k poly model (as player) working in TGEA1.7 perfectly. Another static DTS object with 12k poly works fine too.
#7
04/09/2008 (7:22 am)
What software are you using Bank?
#8
04/09/2008 (7:29 am)
3dsmax8 / with ProExporters.
The most common mistake is - applying "Skin" to "Editable Poly" (instead of Editable Mesh) and mess with "details".
#9
04/09/2008 (7:59 am)
Sometimes i wish i would have got max, but i only have XSI and milkshape and a software called toolbox.
I got 6k model to export out of milkshape and i notice i was only using one texture templet that was 1024 x 1024 and most of my character are using more the one templet that are 2048 x 2048 i wonder if that can be the problem?

thanks for your help
#10
04/09/2008 (8:05 am)
Actually, it should work 2048 and without any textures at all. Put the exported DTS file into separate folder and try to load it in engine - and check if it's "working". By default, if no materials supplied, the engine will render dummy texture "No material".
Be sure the textures (and material definitions) are removed from engine search path (parent folders of model).

If you still have problems getting the model to work in engine - you can send it to me ( just.bank@gmail.com ), when I come back - I'll check it (need to go "offline" now for a while) and give you response.

Edit: By "model" I mean DTS file :) I don't need "sources" (don't have XSI).
#11
04/09/2008 (8:11 am)
Sometimes i wish i would have got max, but i only have XSI and milkshape and a software called toolbox.
I got 6k model to export out of milkshape and i notice i was only using one texture templet that was 1024 x 1024 and most of my character are using more the one templet that are 2048 x 2048 i wonder if that can be the problem?

thanks for your help
#12
04/09/2008 (9:14 am)
I test the models with out texture and all of my models worked, then i reduced all my 2048 texture down to 1024 and they work is their a way i can get 2048 texture models into 1.7?

thanks for your help bank
#13
04/09/2008 (2:12 pm)
Kory, I was able to reproduce your "crash".
I'm going to make a report about it if I can gather more resourses.
P.S. Can you specify your hardware? OS/Video Card/MB/ etc ?

Edit: more resources = more details
#14
04/09/2008 (2:19 pm)
Okay, this seems to be like something really strange.
As far I as remember - I had a model working in TGEA1.7b1 with a texture as of 2048x2048. As of now - I'm getting error.
More details to be available a bit later (let me perform some testings).