LE Power

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LE Power // Roundtable

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Post by zwilson // Jun 29, 2008, 7:47pm

zwilson
Total Posts: 35
I've been playing video game scinces I got my first Atari around 1979 or 81 (to long ago to remember). Now I've decided to it's finally time to try and make one of my own as a hobby.


I was just wondering if the Link Editor could be used to write scripts that would take objects and characters I create in trueSpacce 7.5 and convert them to native file formats for game engines such as Torque and DarkBasic Pro or would this require an SDK. The reason I thought it might be possible is because I noticed someone wrote an importer for Doom3 meshes.

Post by frootee // Jun 30, 2008, 4:08am

frootee
Total Posts: 2667
pic
Hey zwilson.


I do think it is possible, but I don't think you really need the LE/scripting to do this.

You should be able to export your models from truespace to .obj format, or another

format that is accepted by your game engine/model editor/world editor of choice.

Post by TomG // Jun 30, 2008, 4:42am

TomG
Total Posts: 3397
You'll find .X and .OBJ are quite widely used and may work to import into other apps. Note that skeletons or skeletal animations cannot be exported to those formats (certainly not workspace skeletons anyway).


Depends really on just what you want to export. There are some Torque exporters available for the model side, for free - look up DTS exporters. I think links for those exist on the Torque website.


DarkBASIC I think works well with .X from tS (but not skeletons).


So you may not need to do any writing of scripts etc :) Best thing is to try it out in your chosen game application of choice and see what works, and what extras you might feel you need.


HTH!

Tom

Post by zwilson // Jun 30, 2008, 8:03pm

zwilson
Total Posts: 35
Thanks for the suggestions. I figured I wouldn't have much trouble getting static objects into the engine but I was hopping that there would be a way to get characters into the game engine with trueSpace's bones.

Post by transient // Jun 30, 2008, 8:24pm

transient
Total Posts: 977
pic
You can get bones animations from gamespace into FPSC/ DBPro through Fragmotion. It's been a year since I've meddled with it, but I assume it's still possible.


And when I say possible, I don't mean easy.


If I hadn't already had the pleasure of getting characters into Serious Sam from 3dsmax in ye olden times (SS1 was made with Lightwave), I'm not sure I would have had the minerals to get animated characters into FPSC from gamespace (FPSC is designed somewhat mystifyingly to work with 3dsmax, ironically).


You could theoretically get 7.5 bones animations into FPSC by exporting them as bvh files. Of course, this would mean having to re-skin the mesh in Fragmotion, but this is no big deal.
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