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Geometries
Posted: Sun Jul 26, 2009 6:51 pm
by cryogen4000
Re: Geometries
Posted: Mon Jul 27, 2009 11:04 pm
by TronFAQ
The version of DEdit that comes with Tron 2.0 is supposed to be a bit flakey when it comes to importing .OBJ files. I've read that the version of DEdit for AvP2 is better at importing .OBJ files, and you can then save them as .LTA files which will work for Tron 2.0.
Re: Geometries
Posted: Tue Jul 28, 2009 9:09 am
by cryogen4000
Re: Geometries
Posted: Tue Jul 28, 2009 9:46 am
by TronFAQ
Yeah, don't worry. The two different versions of DEdit won't conflict with each other. Each version will use the files from each game.
Re: Geometries
Posted: Wed Aug 05, 2009 3:29 pm
by cryogen4000
Re: Geometries
Posted: Wed Aug 05, 2009 4:45 pm
by TronFAQ
cryogen4000 wrote:i think i will just going back to what i know best unreal editor never had this much drama with it
Welcome to the world of editing for Monolith's Lithtech Jupiter, used on Tron 2.0. Where everything is awkward, undocumented, or broken. (Unless you're willing to fork out $10,000 for a development license to gain access to all the proper tools, code, and documentation.)
But don't give up yet. There's one more thing you can try. Do you have
Blender? If not: download it, and download the
.LTA exporter plug-in that someone wrote for it. You can try importing the .OBJ into Blender and exporting it back out as an .LTA file you can load directly into DEdit.
In fact, you probably won't even need to use the .OBJ format. Blender supports many different file formats. The important part is that there's an .LTA exporter plug-in available for it. (Well, technically it's a script and not a plug-in. But same difference.)
Re: Geometries
Posted: Wed Aug 05, 2009 5:30 pm
by cryogen4000
Re: Geometries
Posted: Wed Aug 05, 2009 6:16 pm
by zook_one
I agree with tronFAQ that you should try using the Blender Plugins. Other have learned to use them well. Also that's some crazy looking geometry you partially got loaded in

Re: Geometries
Posted: Wed Aug 05, 2009 11:06 pm
by cryogen4000
Re: Geometries
Posted: Thu Aug 06, 2009 11:39 am
by TronFAQ
Just a word of caution. You can't design an entire map this way. The exporter for Blender only exports in the .LTA "model" format. Not the .LTA "world" (aka map) format.
What this means, is that any geometry you create can only be used as decorations in your map. The actual map itself (floor, walls, ceiling, sky, and so on) either needs to be done in DEdit, or older versions of Maya/3DSMax that work with Monolith's export plug-ins.
The geometry you export from Blender has to be used with Prop objects in your map. You load your geometry into ModelEdit and compile it there. Then you place a Prop object in your map, and point it to the .LTB model file you just compiled in ModelEdit.
Re: Geometries
Posted: Thu Aug 06, 2009 9:22 pm
by Daddyo
You gotta animate that octopus you made.
Re: Geometries
Posted: Fri Aug 07, 2009 3:01 am
by win3k
Morning chaps
cryogen4000: I have a little piece of software (currently at crappy alpha release) that *might* be able to convert your .obj file into dedit-editable geometry. No promises (obviously) but if you want to email me your model file (
win3k@btconnect.com) I'll have a go for you. If it works, I might even release the software pro bono.
Cheers
win3k
Re: Geometries
Posted: Fri Aug 07, 2009 5:56 am
by win3k
Afternoon chaps
LDSO:
For all your de-rezolution needs!


Not quite there yet, but not a million miles off. I'll keep kicking it.
win3k
Re: Geometries
Posted: Fri Aug 07, 2009 12:04 pm
by TronFAQ
Now that is a NICE piece of work! It would be great if we had another way of importing geometry into DEdit.
Re: Geometries
Posted: Fri Aug 07, 2009 6:29 pm
by cryogen4000