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Can't convert 3ds Max files to DTS

by Dennis Kelch · in Hardware Issues · 04/14/2009 (2:33 pm) · 27 replies

When I try to use the Max2DTS converter, I get a "No bounding box" error. What's causing this?
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#1
04/14/2009 (5:21 pm)
Ok in max you should try adding a box over your object under the name "bounds", then try that again. If you have more problems post it here.
#3
04/16/2009 (11:15 am)
Now I'm getting a "No details to export" error. What should I do next?
#4
04/16/2009 (5:10 pm)
is the converter in max? if so to fix this select your object then press the button on the DTS thing that says enable shape then try
#5
04/21/2009 (4:09 pm)
I've gotten a couple files to import succesfully but they aren't textured when I import them. What do I have to do to fix that?
#6
04/21/2009 (5:41 pm)
the textures have to be in the same folder as the dts 3d file
#7
04/23/2009 (10:35 am)
i have the same problem but what button are you talking about
#8
04/23/2009 (4:10 pm)
@Corey m : This is what I'm talking about

img90.imageshack.us/img90/4470/screenqzi.png
do this to export a shape.
#9
04/24/2009 (8:54 am)
thank you that worked great :D
#10
04/24/2009 (10:03 am)
Thanks, I have it working now.
#11
04/27/2009 (10:40 am)
I have had a few more troubles with the exporter when i export the model i made it says it exports but nothing shows up when i try to put it in to tga.
#12
04/27/2009 (11:10 am)
did you make the model into an editable mesh before exporting ?
#13
04/28/2009 (2:44 pm)
OK,. I've gotten one model to export, but with others I'm getting errors concerning detail nodes and errors saying that there are too many details to make a mesh or something like that.
#14
04/28/2009 (8:24 pm)
..take a screenshot of your schematic view please.





#15
04/29/2009 (9:15 am)
ok i turned it into an editable mesh and then exported it and when i imported it to tge it still showed up as nothing but i could move it and everything but just no model showed up and i had no errors when i exported it.
#16
04/29/2009 (8:47 pm)
Corey and Dennis..send me your file(s) you're having issues with. I can analyze them and reply faster than asking questions and replying.
eb7898(at)hotmail[dot]com
#17
05/01/2009 (1:35 am)
Corey m, I am not sure where to start as there is quite a bit wrong.

The schematic view of your file shows that you have used the "embed shape" button 17 times. The embed shape button creates nodes for use by the engine, these nodes are: start01 and base01...which will add sequentially when the button is used more than 1 time. That is not a severe problem with your scene but you have a model that does not need multiple start/base setups.

One problem is that you cannot export particle emitters (afaik..& never tried). You have a particle emitter in the scene, delete it.

The next problem is your model is made of many meshes and while that is not an issue at all, you should understand that any model made of multiple meshes needs to have the meshes renumbered to the same LOD as what is needed for the viewing of the mesh. A better explanation: you have a snowman made of 11 objects. Each object needs to be an "editable mesh" and each of the shapes needs a different name while still ahving every named object ending in the same number for the required detail level.
So essentially, you would delete everything in your scene *except your snowman geometry*, name all of the object/meshes something different like "arm" "nose" and then select all of them, press the "renumber selection button" found in the dts export panel and type in the number 1 or 2 or 12(the shapes all need to end in the same number..I will explain later). Then with every mesh still selected, press the "embed shape" button, then proceed to create a bounds and export.
..The # trailing the mesh name is the detail level precursor to the exporter's setup of detail dummy nodes. Once your object takes up that many pixels on screen, it will show at that detail level.
2 = shown when taking up 2 or more pixels
80 = shown when taking up 80 or more pixels

There is alot more to it but explaining it here is not useful when the documentation covers this quite well.
docs.garagegames.com/artist/official/3D%20Studio%20Max/Reference.html
#18
05/01/2009 (6:59 am)
Start small. Make a simple box. Texture it. Place it in the center, at 0, 0, 0 (Use F-12 in StudioMax). Name it BOX.

Make a second box, same size, same center location. Name it bounds.

Select BOX. Open the .dts exporter. Click renumber selection. renumber BOX as 2. Now you have BOX2 and bounds.

Select BOX2 and in the dts exporter click embed shape (only click it once!).

Go into your schematic view. You can now see how everything is laid out and connected.

Now, using the .dts exporter, click Export Whole Shape.

Save the file as box.dts

Put this in your data/shapes folder.

Try to place this using the World Editor Creator (under StaticShapes).

NOTE: There will be no collision yet, because collision meshes haven't been added. Also, your texture must be sized by power of 2 (128x128, 256x512, etc.) Your texture must be in the same data/shapes folder as your .dts

If you still have trouble, ask again. We'll keep trying to help.

Tony
#19
05/04/2009 (8:37 am)
thank you i will try this and see how it works thank you for time and help
#20
05/04/2009 (9:22 am)
where do i get the textures from or make them?
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