This should be easy.
by Pectabyte · in Artist Corner · 10/10/2008 (11:38 am) · 6 replies
So there is not a single comprehensive tutorial I can find on how to export an object from 3DS Max 9 with a texture, collision or once its exported how to see it in game. Ever tutorial I read is broken or uses a different DTS exporter. I've even looked on youtube without any luck. I didn't know this but their about 5 different DTS exporters for 3DS max alone. I have this one:
http://tdn.garagegames.com/wiki/DTS/3dsmax/Downloading_and_Installing_the_Exporter
Which as you can see isn't complete and you cannot export collision. How did you guys figure out how to export a shape with texture and collision and be able to place it in Torque? What do I do?
http://tdn.garagegames.com/wiki/DTS/3dsmax/Downloading_and_Installing_the_Exporter
Which as you can see isn't complete and you cannot export collision. How did you guys figure out how to export a shape with texture and collision and be able to place it in Torque? What do I do?
#3
10/10/2008 (12:47 pm)
No neither one of those helped. I'm not exporting a character and that is not that DTS exporter I have. My version I don't seem to have that tree menu which I assume is for creating collision. Also notice how they don't even mention how to place the model in Torque once it is exported?
#4
http://tdn.garagegames.com/wiki/images/0/0e/Max2dtsExporter_max9.zip
Before placing the .dts file in your project, check it out in Showtool first. The reason no tutorial tells you where to put the file, is because it depends on how your project is setup. If it is a static shape, place it where all of your other .dts files are. I.E., if you're using starter.fps : "starter.fps/data/shapes"
10/10/2008 (1:06 pm)
Use this exporter:http://tdn.garagegames.com/wiki/images/0/0e/Max2dtsExporter_max9.zip
Before placing the .dts file in your project, check it out in Showtool first. The reason no tutorial tells you where to put the file, is because it depends on how your project is setup. If it is a static shape, place it where all of your other .dts files are. I.E., if you're using starter.fps : "starter.fps/data/shapes"
#5
you create collision by creating a box around your object and naming it properly.
to place a model in the engine just put your .dts model in the data directory under shapes, hit f11 to open the world editor, at the top select world creator..find your .dts and click it, it will show on the world just move it where you want it.
10/10/2008 (2:06 pm)
The tree menu is part of 3ds max, its not an add on. you create collision by creating a box around your object and naming it properly.
to place a model in the engine just put your .dts model in the data directory under shapes, hit f11 to open the world editor, at the top select world creator..find your .dts and click it, it will show on the world just move it where you want it.
#6
for a object here is the easiest route i found.
make your object, select it
goto DTS exporter hit the renumber selection type in 2
click the embed shape which will make up dummy objects in hieracy
create a box encompessing your object call it bounds and not linked to anything
now depending on your meshes create a box or tube or whatever prox size of what you need to have as collision.
name this collision box as Col-1
goto Graph Editors then to new schematic view
click third button (conect) click your Col-1 then click the start01
now goto edit choose by name and click detal2, now click edit clone make a copy and name this Collision-1
now in the exporter click whole shape save the dts where you want
in your schematic you should have bounds by itself. base01, then start01,detail2,Collision-1 as subtree to base01. then you have start01 with your model or multiple models connected to it and also your Col-1
remember to make sure your models pivot is at center bottom of your model and place the model at 0,0,0
now to tell you you can have upto 9 collision meshes if your model is really out there you can make multiple collisions same way just name them col-2 with collision-2 and so on upto 9 of them
Tony
10/11/2008 (5:25 am)
This is what was e-mailed to me when I was learning...for a object here is the easiest route i found.
make your object, select it
goto DTS exporter hit the renumber selection type in 2
click the embed shape which will make up dummy objects in hieracy
create a box encompessing your object call it bounds and not linked to anything
now depending on your meshes create a box or tube or whatever prox size of what you need to have as collision.
name this collision box as Col-1
goto Graph Editors then to new schematic view
click third button (conect) click your Col-1 then click the start01
now goto edit choose by name and click detal2, now click edit clone make a copy and name this Collision-1
now in the exporter click whole shape save the dts where you want
in your schematic you should have bounds by itself. base01, then start01,detail2,Collision-1 as subtree to base01. then you have start01 with your model or multiple models connected to it and also your Col-1
remember to make sure your models pivot is at center bottom of your model and place the model at 0,0,0
now to tell you you can have upto 9 collision meshes if your model is really out there you can make multiple collisions same way just name them col-2 with collision-2 and so on upto 9 of them
Tony
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