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Any pre-built max2dtsexporter of 3dsmax8 for TEGA

by JungHyuck Yang · in Torque Game Engine Advanced · 01/15/2008 (8:25 am) · 8 replies

Hello,

Is there any pre-built max2dtsexporter of 3dsmax8? (TGEA 1.0.3)


I tried one on this www.garagegames.com/developer/torque/artist/ and also one built by myself from bottom-up. But no one is work perfectly. :/

First, the prebuilt one the above page works fine for 1.4 but it crashes when TGEA read any exported dts. And the other which I built by myself exports dts fine but wrong dsq file. I have no idea why it is. :/

So I ask there is any approved one for TGEA 1.0.3.

#1
01/15/2008 (4:21 pm)
I'm not sure that there is any that works 100% ...
#2
01/15/2008 (4:46 pm)
I don't think Ive ever had a problem with any of the exporter and upgraded to Max9...is there any specific error?
#3
01/15/2008 (6:24 pm)
The DTS files are the same for both TGE and TGEA so I wouldn't go blaming the exporter for issues unless you have some sort of bad or missing data that you ended up putting (or not putting) in your DTS file that the engine is looking for.

Load up your file and check in TST Pro if the DTS loads and displays regardless if you are TGE or TGEA. Sort out your problems from there if it does or does not load by going up or down the chain from there.
#4
01/15/2008 (6:26 pm)
TST Pro is nearly useless for TGEA due to the inconsistent handling of the information in the DTS. Just because it shows up correctly there, this does not mean much:

1. TGEA has a major bug in detail level selection. Known for 4+ months, still not solved (implemented in 1.0.2 or .3 by GG themself)

2. TGEA ignores all tags like SORT, material information etc. They either must be done through material.cs (transparency and the like) or don't work at all
#5
01/16/2008 (12:22 am)
Thank you all for the answers.

I found the reason why it crashes. A specifying collision shape makes that.

As Foster mentioned, it works fine in 1.4 and even TGEA without specifying collsion shape('Collision-1' and 'Col-1' node in 3dsmax) . But with it, there is the error and it says 'Error, ran over the shapebase assumptions about convex hulls'. So I guess specifying collision shape makes that error.

I first used proexporters to set collision shape then even made those collision nodes manually but the result are same.

I also checked the nodes are link correctly. The 'Collision-1' is linked to 'base01 and 'Col-1' is link to 'base01'.


Any ideas?

@Marc Schaerer: Thank you for the additional tips. It is really helpful.
#6
01/16/2008 (1:30 am)
And your collision boxes are convex? nothing like a c or something "carved out of a larger object"?
Because they can not be used for a single collision shape, that would need to be split on several ones.
#7
01/16/2008 (1:36 am)
Sure, it is just a simple box.
#8
01/28/2008 (6:58 am)
Has anyone had any luck exporting characters for TGEA using the max exporter plugins?

When I try the max 9 exporter it crashes: http://www.garagegames.com/mg/forums/result.thread.php?qt=71606

When I try the max 8 exporter (in max 8 of course) it successfully exports but when I go to run with the player.dts it crashes TGEA unless I'm in debug... And in debug I get no animations. The crash in non-debug builds is in some kind of tangent determination code in TSMesh, it's overrunning a buffer and I get an access violation.