The dae2dts tool is a command-line application used to convert COLLADA (DAE) models to Torque shape (DTS) or animation (DSQ) files. The tool is invoked from the windows command prompt as follows:
dae2dts [options] daeFilename
Where daeFilename is the path to the COLLADA (.dae) file to convert (the DAE file does not need to be in the same folder as the dae2dts tool). The tool exit code is zero on success or non-zero on failure, making it suitable for use within a larger batch conersion process. The following options are available:
A COLLADA model, player.dae, contains 3 animation clips: root, run, shoot.
# Convert to 'player.dts' (all animations are embedded in the DTS file) dae2dts player.dae # Convert to 'orc.dts', and generate 'orc_root.dsq', 'orc_run.dsq' and # 'orc_shoot.dsq' (all files compatible with TGE, TGEA and ShowToolPro) dae2dts --compat --dsq --output orc.dts C:\shapes\player.dae # Extract animations only and store in 'player_root.dsq', 'player_run.dsq' and # 'player_shoot.dsq' dae2dts --dsq-only player.dae
A major difference between a COLLADA and a DTS model is in the naming of materials. DTS files only support a single material name, which historically (TGE) has been used to reference the diffuse texture. For example, a DTS material that uses the texture wood.jpg would be called wood. When Torque loads this model, if there are no script Materials defined that mapTo wood, the engine looks for a JPG, PNG, or BMP file with that name in the same directory as the model.
However, in a modelling application (and in Torque3D!), a material encompasses much more than just the diffuse texture. When a model is exported to the COLLADA file format, the name of the material in the modelling app is stored in the <material> tag in the COLLADA file.
The default behavior of the dae2dts tool is to use the COLLADA <material> element name as the material name in the DTS file, which means the model will not display correctly in Torque unless materials.cs has been setup correctly. There are two approaches to solve this issue for dae2dts converted models:
See the Torque COLLADA Loader documentation for more details about how Torque loads COLLADA files, and for which COLLADA features are supported.
TSShapeContructor allows you to modify the loaded COLLADA model in-memory before it is saved to DTS or DSQ. The TSShapeConstructor script can be created by hand, or by using the T3D Shape Editor tool (available in the T3D demo for non-T3D licensees). See TSShapeConstructor in the Torque 3D - Script Manual for more details.