Game Development Community

DTS Format

by Randy Hearn - Magnum · in Torque Game Engine Advanced · 12/30/2008 (5:26 pm) · 7 replies

I know this has been asked over and over, but I noticed in the TGEA docs, they have added a DIF File format section. Is there a corresponding DTS File format, or is pulling from the source still the only option left.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.


#2
12/30/2008 (7:57 pm)
Thanks, but that tells you how to use the 3dsmax2DTS exporter, not what the actual file format is.
#3
12/30/2008 (9:24 pm)
The format is not officially defined anywhere other than in the code itself. This is mostly because how obfuscated the format is... it makes it a challenge to write a doc describing it.

That said it is possible if someone wants to take a crack at it... just no one has.
#4
12/30/2008 (9:26 pm)
Thanks Tom,

That is what I was suspecting, but just wanted to see if anyone was taking that crack at it. Not sure I know enough about it yet, but then again. I do love to play:)
#5
12/30/2008 (10:03 pm)
So to get your started.

The main weird thing with the DTS format is that the data is not in order. On disk its an array of 32bit values, and array of 16bit values, and an array of 8bit values. When its read in... the code reads all 3 arrays ... then pops values off each array as needed when building the shape.

See TSShape::assembleShape() to walk thru how it reads the data.
#6
12/30/2008 (10:32 pm)
Thanks Tom, that will help and I think has me in the direction.
#7
01/16/2009 (5:22 pm)
This will help:
http://www.garagegames.com/community/forums/viewthread/48429

I found it very useful while I am working on a plug in for XSI