Game Development Community

please help me fill in the gaps...

by Jentzen Mooney · in Collada Test · 02/01/2009 (6:23 pm) · 11 replies

Hey Everyone,
So, I need some basic help and info about the general process here.
I am NOT new to 3D nor video game development, only to Torque game dev process. The last time I had done any experimenting/learning with Torque was a year ago.

I have the following goodies from the beta URL:
# T3D.exe
# T3D.zip
# Torque Collada Loader.pdf
# XSI - example.rar
# tsshapeconstructor_spec.pdf
Just downloaded:
# ShowToolPro(trial)
Mine:
# Crosswalk
# XSI Mod Tool, 6.5 and 7.0

I have spent all day today here reading up:
http://tdn.garagegames.com/wiki/TDN_Home
and
http://www.garagegames.com/support/documentation

what is the simple process for loading dae files, with what I have listed above?(example, a wood crate asset)
Do I have everything I need?

After snooping around the T3D.zip file, I think get the general idea files involved and the structure, but still something is missing for me to load a Collada file..Yes?\No?

Are there any XSI files of the following xsiExamplesExported.rar? I would love to see the hierarchy in XSI before export.(Model/no Model,etc..)

Just so you know what my objective is, I would like to export from DCC(XSI)--> and import to Level Editor or straight to Engine for the following
# Static Props and Environment
# Dynamic(physics engine) Props,Environments and Vehicles
# Animated Props,Environments and Vehicles
# Characters, Players and NPC

I will be documenting the above processes and sharing it with all of you, as well as offering, workflow suggestions/tips and scripts to help with the XSI side of things.
Being new to Torque I am just trying to gain some traction here,
Thank you.
/Jentzen

About the author

Recent Threads


#1
02/02/2009 (6:28 am)
Think of the DAE format as DTS.

For example, I think in the UltimateUnwrap3D platform Thread, is my KORK output in DAE format. I used the new TSShapeConstructor to load this DAE shape with the stock DSQ files, in essence; I took and replaced the SDK player.DTS with this shape and due to the new Constructor Class, I'm able to load all the existing DSQ files into the DAE shape I recently generated.

The Loader PDF demonstrates how to setup animation and other features of the existing[DTS/DSQ] formats.

Download my U3D KORK example....I think I included all the necessary scripting to set it up correctly. This would give you a good example of how this new format is setup.
#2
02/02/2009 (4:32 pm)
Thank you Rex, I was able to download the Kork files. I will see what I can do with it.
Thank you for the quick reply
/Jentzen
#3
02/03/2009 (7:48 pm)
Also if anyone else has anything, please chime in.
thanks
/J
#4
02/10/2009 (7:20 pm)
Hi Jentzen,

It's helpful if you're familiar with the way a scene can be "marked up" for exporting to Torque. Here is an example of using DTS markup in XSI.

Using the DTS markup gives you full control over how the model will be imported (whether using the DTS or DAE file format). It can be a bit tricky for beginners though, and you might have some models that you want to play around with that don't use LOD.

The collada loader tries to be very forgiving when it loads a model. So you can use the DTS markup to have full control over the detail levels and sequences

OR

you can export any old model (without detail level markup) and the collada loader will just create a single detail level (size=2), and sequence (called 'ambient') for you automatically. You can then use TSShapeConstructor to split the animation sequences or change the detail levels around as needed.
#5
02/10/2009 (8:00 pm)
I will review the example of using DTS markup in XSI.
Thank you Chris.

#6
02/17/2009 (7:55 am)
Quote:I have spent all day today here reading up:
http://tdn.garagegames.com/wiki/TDN_Home
and
http://www.garagegames.com/support/documentation

Neither spots have docs for the Collada Test. Go into the "game" directory and you will find two html files: Collada Overview and TSShapeConstructor Specification. You will find a lot of your questions answered by those two articles.
#7
02/17/2009 (8:53 am)
Thank you Michael, I do not have html files, but I do have PDF's of those files, same thing..? If we are speaking about the same thing, I have read through both of those docs. Following the post by Rex, I was able to go through the motions, but I still do not fully understand. Both docs make assumptions you know something about the overall workflow.
#8
02/17/2009 (9:51 am)
@Jentzen - Yes, the html files are a slightly updated version of the PDFs. I took Chris's docs and converted them to our format and touched base with him to see if there are any updates.

The final docs will have an actual tutorial that walks you through the export and loading, as the current ones act as technical references with a few examples.
#9
02/18/2009 (4:20 pm)
How can I get my hands on these updated html docs?
# T3D.zip
I was unable to find any docs in this zip, is there a new download?
I was hoping to learn a little more so that I can help out with the tutorials on export and loading process.
Thank you

#10
02/18/2009 (4:34 pm)
Inside the "game" directory.
#11
02/18/2009 (5:20 pm)
Thank you Michael, I realize now you were referring to Collada test
I just downloaded and checked out the html docs
thank you sorry for being a pain.