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dts exported as dif

by Krzysztof Szaton · in Artist Corner · 02/03/2009 (12:15 am) · 4 replies

Hello.

I was reading about export dts models as dif models. How Can I do this? I try make new scene.. import static.. add brush and export. In engine static shape is invisible(brush is ok so i think that exporter cut this static shape). I try export to Dif, Legacy Dif, Legacy TGEA Dif and with map2dif plus. Results are the same. Thank you for advice.

#1
02/03/2009 (1:14 am)
did you say that it cut the shape. if your over 11k polys then you need to lower the poly count under 11k polys as the engine only supports up to that many on 1 object. so if you go over 11k it will not add those extra polys in the engine it will just get rid of them.
#2
02/03/2009 (2:20 am)
Thanks for reply. Shapes are not very complex. About 200-300 polys.

Simple test. I add static.. add brush(box) and export.

Logs(when use map2dif plus)

map2dif
Program version: 1.0r

Loading C:/test.map
Initial texture search path is set to "C:/"

Successfully opened map file: C:/test.map
Parsing mapfile...
Unable to load texture Starter/wood3
done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.

STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6

Exporting to runtime...done.

Writing Resource: persist..(C:/test.dif) Done.

Cleaning Up ...
Deleting auto converted map ...

Log(export to Legacy TGEA DIF)

Detail Level 0

Zones: 1
Points: 8
Surfaces: 6 <-- why only 6? My shape has over 200 polys.
Null Surfaces: 0
BSP Nodes: 1

Textures From Brushes:
WOOD3
Static Meshes and Textures:

C:/test.dts
wall_gray3
wall_concrete_brick3
hcdoor3


In editor i see only box(brush i added). Shape is invisible or isn't there. Shapes imported to scene must be in specyfic folder?
#3
02/06/2009 (8:43 am)
You have to make sure to use Constructor's export to DIF. The other functions do not support embedding static meshes. Make sure it is a static mesh and not a reference shape.

Here is exactly what I did.

Import static shape -> Player (to get Kork)
Create block (To create a brush)
Moved it inside of him but did not make it too small (it was poking through him when I tested it).
Export to DIF (player.dif)
Load into the starter.fps mission under interiors -> player
#4
02/09/2009 (3:51 am)
Thank You. It works:) I must use option 'Export to Dif'. Not 'Export do Legacy Dif'. Thank You once again:)