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io_scene_dts's Introduction

io_scene_dts

A modern Blender plugin for working with DTS/DSQ assets. Includes an importer and an exporter.

Goals

  • Implement import and export of all detail levels, nodes, objects, meshes, materials and sequences from/to DTS/DSQ files.
  • Support all versions of the DTS file format from the one used in TGE 1.0 to the one used in the current version of T3D.
  • Support the newest version of Blender (at the time of writing, 2.77), unlike the original DTS plugin (2.49b).

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io_scene_dts's Issues

DSQ files

These cannot currently be imported or exported in any way.

How should this work? Would it be a separate menu option?

is there a way to change which LOD it imports?

I've run into an issue where the model I need to import for some reason has it's Levels of detail reversed were Level 0 is the full res and 4 is invisible. Is there a way to import LOD level 0?

UV coordinates are mapped wrong

It seems like the exporter gets the general 'shape' right, but the texture does not even cover the entire surface even with simple UV mapping. It leaves a lot of empty space, and just scaling/translating the values does not help.

There is no way to create detail levels, joints or hierarchies

I figure that a top level empty would be a LOD and any armatures under it would be nodes.

We also need to automatically create LODs/nodes when this structure is absent.

How do we handle having equally named nodes in different LODs when Blender doesn't like duplicate names?

Version 25+ not supported

Looks like the code doesn't support version 25 and above, used in T3D which might be useful if you're trying to import or export more recent shapes.

For ref:

  • version 25 has secondary uvs, colours, and a slight hack in the generation code to support more indices in each mesh.
  • version 27 (also known as version 26) can store verts directly in an assembled buffer (reducing load times in some cases), but otherwise doesn't have any new data.

Great work on this BTW!

How to install

Hello! I am on the matter of editing already existing objects in Life is Feudal:Your Own, a game which uses .dts files via the Torque 3D engine. For that i need to import the files to Blender. I have absolutely no clue about blender and would just like to know how to install the plugin. Thanks in advance :)

Unable to get the addon to work

Hi,

I'm not very experienced with Blender and also not with addons.
I was just looking for a quick and easy way to view .dts files.

Unfortunatly I'm not able to get this addon to work. Maybe I'm just doing something wrong.

I downloaded the zip file from the release tag 0.2.0.

In Blender I went to the Preferences view -> Addons and selected -> Install from file.
Then I selected the .zip file I downloaded and installed it.

Actually Blender says that it installed it and it is also present in the addons folder for blender.

So far, so good.

But I can't find the installed addon in the list of addons and therefor I can not activate it.
I also don't have the import and export options for Torque (.dts).

I tryed this with Blender version 2.81, 2.77 and 2.74 (as mentioned in the init.py file).

Can you help me to get this to work? Would really appreciate it.

Thanks and Regards

Reimplements Blender math primitives

Classes such as Point3D, Point2D, Box and Quaternion are implemented in this plugin for working with DTS file data. Initially, the actual DTS interface (DtsShape, DtsTypes) was written to work independently of Blender, so that it could be reused.

However, Blender implements all these types as well (most likely also more complete and more efficiently). Could we perhaps just use these instead of reimplementing?

Importer and exporter do not use bones for skeletons

This makes working with animations an absolute pain. You can't have rest poses, and you can't have multiple animations in one scene. Using a single armature with a hierarchy of bones to represent skeletons would fix all these issues, and is what experienced Blender users would expect.

This should be doable, though it'll be a bit messy; Blender does not allow zero-length bones (head = tail). The vast majority of TGE models have nodes with zero offset from their parent node.

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