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.
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.
#2
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?
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
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
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:)
Torque Owner Brandon Baker
World Core Studios