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Exporting .dts files from 3ds Max 5.

This tutorial will go through the process of exporting individual objects from 3ds Max to
the .dts model format used by torque. This is for the use of Tech519g (Fall 2003, Purdue
University). While some of the steps may seem tedious, they are all necessary, so follow
them step by step. If you find any improvements to this method, please let us know, but
don’t change this document.

1. Install the max2dts converter.


 Download “max5_2dtsExporter.zip” from the nas at
\\tcnnas1.tech.purdue.edu\Tech519G\Tech Assets\Exporters

 Open the zip and drop “max5_2dtsExporter.dle” into the 3dsmax5/plugins


directory.
 That’s all you need to do for installation

2. Open the .max file you wish to convert. This should contain a single object (have
not tested multiple objects in the same scene.)
3. Go to the Utilities Panel, click More…, and select DTS Exporter Utility
4. Select the object for exporting and give it a logical name. The name should be all
lowercase and contain no spaces. (Ex: “revolver”)
5. Center the pivot of the object
 Select the object
 Go to the Hierarchy rollout
 Select “Affect Pivot Only”
 Click “Center to Object”
 Deselect “Affect Pivot Only
6. Center the object in the scene.
 Select the object
 Left click to select the move tool
 Right click on the move tool to bring up the “Move Transform Type-In”
box.
 Set Absolute X, Y, Z to 0, 0, 0
7. Create a new box in the scene
 The box doesn’t have to be a perfect fit. It can be larger than the object,
but MUST COMPLETELY ENCOMASS the object you are trying to
export.
 Name the box “bounds”.
 Center the pivot of the box and center the box in the scene as described
above.
8. Select the object you are exporting.
9. Click on “Renumber selection” under the DTS exporter utility
 A dialogue box will pop up prompting you for a number.
 Enter the number 2 and click ok.
10. Deselect and then reselect the object. The object name should now have a 2
appended to it.
11. Click on “Embed Shape” under the DTS exporter utility.
 This adds various dummies and helpers to the scene
12. Click on “Whole Shape” under the DTS exporter utility.
 Enter the location where you would like to save the .dts file.
 Click Save
 That’s it. You’re done.

Some notes:
 Check the file using the modelview utility.
o Copy the entire “Leon” directory out of Programming Assets on the Nas.
o Place your .dts file in this folder now (not on the nas please) under
Leon\game\characters\player
o Double click on Leon\modelview.cmd
o When the modelviewer opens, select “Load Shape” and select your .dts
file.
o You can navigate the scene using the w, s, z, … keys
 If the object has a texture, the bitmap must be in the same directory as the .dts file.
 Valid bitmap formats should be png, jpg, and bmp. (only png has been tested
though).

Send any questions or comments to Jack at morelanj@purdue.edu

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