Can I group objects?
Can I use any of Max's sub-division
(I've found that the exporter chokes on polygon objects that have skin modifiers, like characters. It gives me an "assertion failed" when I try to export. It'll only export properly for me when I first collapse the model to a mesh object. This is in 3ds max version 5. -Spencer Boomhower)
I have heard that it sometimes helps to collapse my modifier stack
when exporting. Is this true?
Some artists recommend working in an Editable Mesh object throughout because everything useful in the model can be obtained from an editable mesh. Just remember to make incremental saves so that you can go back to previous versions if you need to change something
I have seen a lot of on-line
references that show examples of using spline
shapes to generate your object. Can I do this with Torque?
I have imported a file that I created
in another program into Max, but when I look at my object, faces are missing
or not connected. Why?
What is this “box trick” that I always see reference to when
people talk about resetting the transforms?
Make a box, put it at the origin of the bounding box (use the align tool) and then collapse the box so that it becomes an editable mesh. Go into the modifier panel and click on the attach button, then click on your character mesh to attach it to the box that you just created. The character should now be a part of your newly created box. Choose >Select by Element> select the box shape and delete it. Your character mesh has a brand new transform, now rename your character mesh so that it conforms to the export parameters.
It is also sometimes necessary to perform the box trick on bounding boxes as well as meshes.
Do my skeletons (Bones or Biped) need to look like people?
Can I use transparency on a PNG file
instead of the alpha channel?
What types of materials can I use?
How can I make my material reflective
For additional information please see Environment Mapping in the DTS Exporter Tutorial by Joe Marushchak.
How can I make my material translucent?
How do I setup bump maps on my
What is an IFL and why is it used?
Note that the engine is currently set to propend a "skins" directory to IFL resource names.
Can I use multiple UVW map channels
to texture my model?
Can I use material IDs to help me
texture my model?
I have a transparency material
applied. Why when I view the object do things seem inside out?
Do all of my player character
textures need to be named player.png?
How do I make my entire object
transparent, or animate its transparency?
Can I use mapchannels greater than 1 to
help setup my texture mapping?
Note: This is fairly common for RT3D engines and is not a problem specific with the Torque game engine.
How do I turn on the Environmental
Reflections in Torque?
Are there any issues that I should be aware of if I use a
multi/Sub-object material on my model?
As such, although you can do it, you should be aware of the consequences involved in texturing this way and know that it is highly recommended to use only 1 texture per model.
When I move my bones in the viewport the object does not move
Using the skin paint tool, paint the influence that the bone has on the mesh. Once again any vertex that the bone has influence over will be displayed as red in the viewport.
Can I use the “Physique” modifier
from Character Studio to skin my character?
Can I use a Biped object from
Character Studio on my character?
What is ComSkin and where can I find it?
It is included in the R4 and subsequent versions of Skin.
Should I use Bones or Biped?
My object is too big! How can I scale it down without wrecking the
Biped, Bones or skin setup?
Bones -- Scaling your bones and then linking them (or when they are linked) up to objects in your scene is something that should be avoided. To change a bones length go into the bones properties and turn off Freeze Length. Turn off the Skin modifier. Then move the child bone to change its parent's length (and/or change the size and shape of the bone in R4). After you have made your changes to the bones, select all of the bones, go back into their properties, press reset length, then refreeze the length of the bones. Finally turn the Skin modifier back on and test. If there are any problems with how the bones are affecting your object you may need to reapply your Skin modifier.
After UVW unwrapping
my model, why are the texture coordinates messed up in the game?
Can I use more than one texture map on a single mesh?
Can I use a dummy object to help
control the motion of my bones?
Do I Need a Sequence Object?
For information on how to use a sequence object, please consult the DTS Exporter Tutorial.
Can I use Footsteps from Character
Studio to help move my model around?
Is there any way I can take the pose that I have done on one side
of my Biped or bones skeleton and copy it to the other side?
There are numerous ways to do this with bones, the easiest though would be to go into your track view and copy the rotation track from one bone and then paste it onto another bone. Another way would be for you to copy and paste the specific rotation or position information from one bone to another via the type-in window for the Move and Rotate tools.
You could also try to use one of the many maxscripts that are located on the web that can help automate this task for you. Scripts such as these are located at sites like maxplugins.de.
Can I translate the information contained in the Physique modifier
into the Skin modifier?
I have a maxscript/macroscript
that "prepares" my model for exporting but it does not work?
Why won't my
object's bounding box export?
Error: "Skin found on unlinked
node "Cylinder01" -- skin must be unlinked"
Error: “No Details to Export”
Error: “More than one bounds node found”
Try to ensure that your objects hierarchy in the schematic view is similar to the example found in the DTS Exporter Tutorial or in the sample Max files.
Do an unhide all and check to ensure that you have not created duplicate bounding boxes that you hid from view.
Can my IK Solvers export into the DTS
file format or do I need to set them as “always ignore” in my .cfg file?
Error: “"Too many subtrees: t2Autodetail only works with single subtree objects"
I resaved player.max in Max4. Will the
original dsq files work with the new dts?
The DSQ files are loaded into a new shape at runtime constructed by a .cs file that is associated with the shape. If you are exporting the shape and it doesn't have a .cs file, the animations won't load. If you don't have the proper .cfg file for the DTS shape when you exported it, it is probably missing nodes that are in the DSQ files, and the animations won't load into the shape. Look at the player.cs and the dtsScene.cfg that is in the same directory as your player file.
Or, there is no .cfg file, and collapse transforms was checked when you exported, so some of the nodes that the sequences need were culled.
Error: "Multiple Config Files Found
The solution: make sure there is only one .cfg file in the directory you are exporting from. If you are exporting multiple versions of the same model or different animations, create subfolders for each animator and model, save your max file into this and use a different config file. This will allow you to only affect and work with the specific animation or version of your original model.
"<name>" is missing keyframes to
mark start and end"
What type of objects should my mount,
collision, eye, cam, ground, and mass nodes be?
Error: "Assertion error on skin object"
Or, collapse your model to an Editable Mesh before applying your skin modifier. Check your Dump file to see where the assertion error show up, it will reveal the last area the exporter was working on, typically the result will show which bone is not correctly skinned in.
(I've seen this same error when trying to export a poly object with a skin modifier on it. Only a mesh object works for me. This is exporting from Max 5. I've also noted this in the model section. - Spencer Boomhower)
Error: "Cannot collapse node
"name" because it is a bone!"
My model exports correctly, so why
are there problems with auto detail levels?
Does the shape exporter work with Max
How do I scale my model and its bones?
To re-adjust your scale, you will need to do the following: 1. Save your weighting for your deformation modifier to a file. 2. Remove your deformation modifier from your model. 3. Scale the model and re-adjust the size of your biped to the correct size. Note if you are using bones, they typically do not scale well. If you have any problems you will need to rebuild them. 4. Reset the transform information on your geometry that you scaled (not biped or bones). 5. Add your deformation modifier back onto your geometry. Add all of the biped or bones data that you need with it into the modifier. 6. Load your weight table that you saved in the first step back into your modifier.
How can I export animations that I
have done with a modifier in Max?
Why does my rotation animation look fine in max but stutter in the
In order to solve this problem set the end key frame of your object(s) animation to go 360 degrees (so that it loops correctly). If you liked the timing you had set, increase the end time of the animation, move your keys, and adjust them as previously mentioned. Don’t forget to move your sequence start/end keys too.
Why is my weapon placed incorrectly on the mount node?
Either that, or your weapon script might be telling the weapon to be offset.
Why after scaling my scene do all of my nodes seem to be placed in
the wrong location?
If this has happened to you, you will have to replace all of these helpers or find some way to undo your scale. A better solution, if it's available, would be to import the nodes from a previous version of the file (before you scaled) and have them replace your existing ones.
As a general rule you should never scale your dummy nodes.
Why is the polygon count of my object higher in Torque than in
The first is that your skeletal systems polygons that make up its shapes are included in the count that the Torque Game Engine gives you.
The second is that when the exporter encounters a material with double-sided flagged, it actually exports two sets of polygons (the normal polygons that you see and then another set of flipped polygons) for the model/node that the material is applied upon. This is not something that should concern you or affect the performance of your TGE application. That is unless you made a large object use a double sided material. In that case, thousands of unnecessary polygons are being rendered.
The third is that TGE will include all of your collision geometry in this total as well.
My character exports successfully so why does it look distorted in
the in the ShowTool?
Why aren't my up and down (jumping)
motions showing up?
Why are all of my objects facing the
wrong direction when I bring them into my game?
The collision detection on my object
is not working. Why?
Why can't I see my object’s actions
happening when I play a sequence in the game?
Error: "Illegal transform animation
detected between collapsed node ‘<name>’ and bounds"
When I load my character into the game it looks like I am viewing
from his foot level. Why?
The Eye and Mount nodes are getting culled out on export. If they are not in the DTS shape, they default to mounting at the pivot point of the bounding box. Make sure the Eye and Mount nodes are included in your .cfg file for the DTS shape in the Always Export list.
Why does my character rotate into the ground when I try to make it
To get around this, either rotate an object that is at, or near, the characters hip (this could be a mesh, a dummy, or a bone), or do the animation inside of Max instead of programming it into the engine.
How can I make it easier to have
sounds added to the actions of my character?
Why when I load my model into the engine is everything I attach
Switch the coordinate system to local and then look at your nodes. All of your nodes should have their Z axis facing up, and their Y axis pointing towards the direction that you wish them to emit from. If they are not, you need to go into the Motion Command Panel, click on the affect pivot only button and then rotate the pivot point until it is oriented correctly.
Why won’t objects sort correctly?
For instance, if you are building a tree (foliage model) using a multi subobject material (1 trunk texture, 1 or more foliage texture), you would set you material with the solid texture first and the transparent textures second.
This will force things to be built correctly in the Z-buffer. The object will be assembled in game the same way as the heirachy dictates, automatically sorting your transparent textured shapes. Any Model can be assembled this way no matter how complicated but it does require breaking your model up into smaller pieces and setting up the hierarchy correctly. This works for any modelling application that uses a scenetree.
Why won't some animation sequences
apply to my DTS shape?
Why does my shape look invisible?
Sure the program is free, but writing an export plugin for GMax is NOT free. The EULA gives you the right to use gmax with authorized game packs, that's it. There is no such pack for Torque (eg. Tempest for Q3, etc).
There are problems with making a GMax game pack for Torque because it could potentially be used for so many different games, losing Discreet a lot of money on potential Max licenses.
There is a way to pass this by exporting from GMax to .MD3, and loading the .MD3 in milkshape, where you can export it to torque. Here is a link to a .MD3 exporter for GMax.
How do I load Max 3 MultiRes models into Max 4?
Error: "An error has occurred
and the application will close"
How can I get the Multires LOD macroscript (adjustlod.mcr) to