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3ds max dts exporter help

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cydro
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3ds max dts exporter help

Post by cydro »

i finished something in 3ds max but when i try to export it, it says 'bound box not found' or somthing like that, whats the bound box and how do i create one!?
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
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Re: 3ds max dts exporter help

Post by Dazzle »

Cydro, take your time with setting the object for export.

Read the online documentation on the 3ds .dts exporter, it will tell you everything you need to know about setting up the object for exporting as .dts. Take your time and read in full, follow the tutorials http://www.garagegames.com/docs/tge/general/ch08.php

But remember to:
  • Apply UV mapping to every part of the object that has a different skin
    Keep skins 256x256 pixels, or divisions of this size to a max of 512 x 512
    Play with the skin position to get it exactly as you want
    Keep the object simple, do not make a complected object with a huge amount of polys
    Set the bounds box around the object and name it bounds
    Set up the export structure
    Set level of details
    Set up the collisions and attach them to the start01 part of the object structure (name then col-1, col-2 etc)
    Set up the collision details next to the other details (name them collision-1, collision-2 etc)
Good Luck

Daz
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cydro
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half-done, now confuzed

Post by cydro »

i've done most of the steps, but im making an explosion, so do i have to put the collision details?, cuz im stuck at the hierachy part. where does it say 'renumber selection'?

P.S. im using 3ds max v9

P.P.S. Can u review the almost complete-but-released weapon i made?
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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Dazzle
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Re: 3ds max dts exporter help

Post by Dazzle »

no you dont need collision for your object, use collisions for fixed objects that you want to make solid.

The 'renumber selection' button is in the general section of the dts exporter utility, have you installed the exporter correctly for your version of max? If you have then it will appear in the utilities panel. Personally I am using v7 so have no experience of v9.
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cydro
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Re: 3ds max dts exporter help

Post by cydro »

ok, i've done that part, but what does the tutorial mean by 'open schematic view'?
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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Dazzle
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Re: 3ds max dts exporter help

Post by Dazzle »

Learning about the schematic view is fundamental in making objects. I have indicated the button that opens the schematic view, its the one that the arrow is pointing to.

Or view it in browser: http://img143.imageshack.us/img143/5192/3ds01gv0.jpg

Image
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cydro
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Re: 3ds max dts exporter help

Post by cydro »

huh? at first i dont see it there, lets try this... AHA! thx daz. i just had to slide the toolbar across. thx again!
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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cydro
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Re: 3ds max dts exporter help

Post by cydro »

no mean to double post, but when i load it in torque showtool, it doesn't load the object i made. the textures are in the same place as where i exported the object, but the explosion still doesn't load. Do i need to put it in the special.cs file/ a seperate .cs file?
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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Dazzle
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Re: 3ds max dts exporter help

Post by Dazzle »

^ not sure what you mean? the show tool has no reference to the special.cs - if you have used animation you need to use the play button in the show tool to see the animation - but then again setting up animation for export from 3ds is another whole new world.
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cydro
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Re: 3ds max dts exporter help

Post by cydro »

Dazzle (UF) wrote:^ not sure what you mean? the show tool has no reference to the special.cs - if you have used animation you need to use the play button in the show tool to see the animation - but then again setting up animation for export from 3ds is another whole new world.
what i meant was that when I try to open the explosion i made in Torque showtool pro, the object doesn't come up. i have the textures in the place where i exported it.
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..

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