Game Development Community

Max 2010 Dts exporter availability?

by James · in Artist Corner · 05/08/2009 (11:00 am) · 57 replies

The inevitable question: Will a new version of the exporter be expected soon?

I'm fine running 2009 for the moment, just curious. A search didn't turn up anything so I'm curious.
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#1
05/08/2009 (2:04 pm)
Nothing is available yet, but I have my fingers crossed too that we will see something too from either GarageGames or a 3rd party.
#2
05/08/2009 (9:07 pm)
Would be nice to have it made by GG without missing features(zbb::).

- I recall an IRC discussion many months ago where Brett or MPerry informed us that they hired someone to work full-time on exporters...but nothing has been said since. His name is Kevin Ashley and it was said by MFairfax that he was getting his 'feet wet'....6 MONTHS AGO!

@GG guys/gals, anyone have an update on that info ?
#3
05/13/2009 (6:54 pm)
..I'll take the waiting as an answer like so:
"we're too busy with T3D to explain..so find one of us in IRC".

.k.

#4
05/14/2009 (4:45 am)
LOL - I suppose so. I'll have to check IRC out for myself too :)
#5
05/14/2009 (6:27 am)
I would give it the ole' try myself but when I search out topics on this, I am basically left with a sea of data where one link's discussion conflicts with another in most cases. Arbitrarily silly.

Perhaps they want to keep this a secret as if the answer to life is inside the code. :O (joke)
- I'll keep poking around when I need a break from everyday stuff as 2010 seems to be the best release in years. Polyboost/Graphite ftw!
#6
05/19/2009 (3:25 pm)
That will be nice to see GG write the exporter ...rather than the other way around.Looking forward to the exporter either way we can access it.
#7
06/08/2009 (10:31 am)
I hope so too. I would realy appreciate that exporter cuz puting my max2010 objects back to 2009 is sucks... like always...
#8
06/08/2009 (10:53 am)
Forgive my ignorance but can someone explain why a DTS exporter is needed now that Collada is available? Isn't it the whole point of Collada so that an application (ie torque) doesnt have to write an exporter for .LWO and .MAX and etc? Does Collada lose information or something?
#9
06/08/2009 (11:13 am)
Steve, T3D uses collada, TGEA and TGE do not.
TGEA could, but we all know that they won't back port that because it is part of what makes T3D.

edit: I have not had time to look into the correct version of the dts sdk to use. I recall numerous versions..perhaps I should just pick one and try it out until something works or the cows come home.

Seriously, any good information will help.


#10
06/08/2009 (11:47 am)
oops. lol, didnt think about TGEA and TGE.
#11
06/08/2009 (12:10 pm)
Quote:Forgive my ignorance but can someone explain why a DTS exporter is needed now that Collada is available? Isn't it the whole point of Collada so that an application (ie torque) doesnt have to write an exporter for .LWO and .MAX and etc? Does Collada lose information or something?

IMHO you are going to need to rely on both Collada and DTS/DSQ for a while so that you can get the best of both words. Both formats do things the other cannot do and as such best utilizing them will give you a huge boost.

Collada has multiple UVW channels, vertex colors, the ability to handle a piss ton of vertex and polygonal data and generally is great for non-animating shapes in your scene to replace DIFs and simple DTS shapes like crates and barrels.

DTS/DSQ still rules the roost when it comes to LOD setup, the ability to specify collision meshes (which is still needed evey with Polysoup), animation and sequence control and playback, CFGs and unique scene setup and markers for use in animation and in Torque make it beneficial for things like Players, Guns, Vehicles and anything else that you would hand animate.
#12
06/08/2009 (12:17 pm)
Logan, would it be fair to say that the Collada format (with polysoup) "replaces" the DIF structures used in TGEA/TGE?
#13
06/08/2009 (2:41 pm)
@James

Yes definately though of course you could do more than just replace DIFs, but its a really good example.

The only downfall at the moment, and remember that this comment is based on a beta build of Torque3D so its more than likely not going to be representative of the file engine, is that there are some flaws/issues with Polysoup on dense meshes or thin meshes (ie, small steps). The flaw causes the collision to stop the player dead in their tracks or cause them to become stuck. A solution has been suggested allowing the user to load a proxy shape for the polysoup collision instead, thus allowing the display model to be incredibly detailed and high poly, but the collision shape more simplistic so that you can skirt around these issues. The other issue relates to portals, but this should in theory be corrected with the Occlusion Zones system that is currently being developed.
#14
06/14/2009 (8:41 am)
I've used polysoup dts shapes to "proof-of-concept" a level with great results in TGEA. The meshes were simple but still, I was very impressed with how well the collisions were handled.

As you say though, you must be careful about mesh density.

Thank you for the insight :)
#15
06/18/2009 (11:30 am)
That's too bad for us who are stuck with max 2010...
#16
07/10/2009 (6:30 am)
Hi All,

I am wondering what the update status is on the 2010 exporter? Autodesk don't like to sell 2009 or earlier unless you pay extra through subscription (pay extra for a previous version seems a little odd to me). So is there any plan for 2010 to be supported soon?

Thanks in advance.
#17
07/27/2009 (7:23 pm)
Bumping this - couldn't you guys take a few hours off polishing T3D to give the people who paid $400 five years ago the tools to actually use the engine?
#18
07/28/2009 (10:03 am)
Indeed, a 2010 exporter for Max is needed ASAP. As is exporter support for the latest version of other key apps like Maya and XSI. (LW support is done by the awesome Dave Wyand who has been great at keeping it up to date)
#19
07/28/2009 (10:10 am)
I also concur.. I have monies saved for 2010, but refuse to update
until we have an exporter for it.

I hear 2010 is the first major update max has had for years, and am
anxious to have a play :)
#20
07/28/2009 (11:17 am)
the current max exporters have limitations/missing features..

So I would like to suggest a proper exporter for 2010. plz.(one that can utilize all of the engine dts features)
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