GameSpace exporters

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

GameSpace exporters // Game Development

1  |  

Post by bsisko // Mar 12, 2009, 4:43pm

Total Posts: 3
Now that Caligari have killed off GameSpace, is there a chance that it will release their export file formats for the TrueSpace package. I don't have the patience to wait for Garage Games to finish their Collada support, plus it looks like it will be only for Torque 3D, and not for TGE or TGEA.

Post by v3rd3 // Mar 12, 2009, 4:49pm

Total Posts: 388
I think this has been explained in more detail by Caligari elsewhere and the answer in short is no.

If you search the forums for your specific engine etc you may find where some of the more experienced game developers have workarounds or other suggestions as to how to get your content into a specific tool/engine.

IMO your best bet is to look at tools like milkshape that can translate models to a variety of formats based on an OBJ import.

As for me, I am diving in to the scripting language and will start creating my own exporters if I need them.

Finally, check out Dele's UT3 exporter. That might work as a good base for other things.

Good luck and good hunting.

Post by TomG // Mar 13, 2009, 2:22am

Total Posts: 3397
As per the same question on another thread:

As a note, you can now create exporters using scripting, no need to have C++ coding experience and a development kit, etc. Everything needed to make exporters is right there in tS itself, and some excellent work is being done on that front already, with Frootee's new OBJ importer for instance. Have been helping test that, and already it beats both LUUV and the old tS File -> Load Object in terms of speed, stability, and handling "bad" geometry.

We don't resell third party items any more, and in many ways this is good news, as then the developer doesn't have to pay us any money, they get to decide what to charge, how to sell it, when to discount it, and they get all profits to themeslves - but we'll still promote the product on our website. This makes it a much better environment for third party developers now, as does the new SDK and the new scripting abilities that mean you no longer need to learn external languages and development tools.

So my advice is to get the word out about your exporter needs among the development community, both here and amongst developers in (say) the game engine you want to export too - or indeed, have a look into tackling it yourself too of course!



Post by tatts // Mar 16, 2009, 8:44am

Total Posts: 145
i'd personally love to see a DBO exporter for DarkBasic Pro. This is something I have no idea to do myself though.... So I will have to deal with it lol.

I do have the format details as it does come with DBPro for developers the make importers/exporters, but as I said, I don't know what to do with it.

Yeah the file DBPro has is c++ project and doc that explains the format. just looked. is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn