Buzz3d VTM Elf character setup in GameSpace1.5SP1.1
This 'guide'will demonstrate how I setup a player-character shape in Caligari’sGameSpace1.5SP1.1 utilizing Dark Industries DTS exporter version II for DTS/DSQ exporting; targeted towards the TGE. This was done, to help demonstrate the DTS building process in GameSpace, for someone who posted seeking help at Garage Games. This work will not teach you GameSpace or DTS format fundamentals; nor will it answer any deeper questions concerning the GameSpace modeling package. This is intended as a base guide on the process I used and found successful in this project.

Here, is the elf character after a successful export in the ShowTool Pro, complete with all needed Nodes for default Player functionality in the demo build.

Some background information on the Buzz/Caligari supplied example files & workflow for those who've viewed and followed the Buzz3d.com VTM's.

The mesh in the vtm's was not constructed with the DTS format in mind nor was the scale close to a 1:1 export[I, myself, don't like to direct any exporters to do a scaling transform upon export, or however it's accomplished, others might disagree]. I believe the format would handle multiple skinned meshes, that seemed a bit complex for a base setup...

Because of this scaling, the entire rig will need to be reconstructed unfortunately, and this guide will not be addressing the construction and alignment of any rigging used. That would be an entirely different and perhaps longer guide in the realms of GameSpace.

This guide is intended to be an ongoing full Project, it is subject to correction and clarification as it progresses. These methods outlined at first, here, are the steps I took to bring the Buzz/Caligari example scenery to a successful export. It would have been wonderful to have had Buzz produce a version for Torque...I guess, for the time, everyone is stuck with this work.

oh, and BTW; don't use the links below or on Page 2 of this site, I'm having issues getting them working....sorry for the inconvience, I'll try to get some embedded within the descriptions... hey, I got this code working...?? lol.


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