DTS Exporter Documentation – Nodes Listing
Version 1.2
June 5th, 2003
Introduction:
This document is a simple directory listing that collects together most of the known nodes that
can be used in various DTS shapes (static objects and players, weapons, and vehicles) within the
Torque Game Engine. The listing is provided so that you know the names (with correct spelling),
function, and usage of the various nodes.
The list itself has been broken down categorically so that it is easy to find specific nodes. It does
not contain node references for 3rd party resources, only nodes that the standard “vanilla” Torque
install uses. If you require information on nodes that other resources use, you are asked to
contact the developer of that resource.
Please note that this documentation is not a tutorial, it is simply a reference guide. If you require a
tutorial on how to export data from your 3D modeling application to a DTS file, you are asked to
read Joe Maruschak's excellent and in-depth tutorial on the DTS Exporter found on the
GarageGames web site.
Lastly, this is a living document and should be treated as such, please do not keep local copies of
this document as the information that it may contain could be outdated due to changes that take
place within the Torque Game Engine.
Document Contributors:
Logan Foster
Joe Maruschak
Table of Content
Character & Static Shape Nodes
Bounds Page 5
Cam Page 5
Col Page 5
Collision Page 6
Detail Page 6
Eye Page 6
Light Page 6
LOS Page 6
LOSCol Page 6
Mount Page 6
MultiRes:: Page 7
Ski Page 7
SORT:: Page 7
Weapon Nodes
Bounds Page 8
Col Page 9
Collision Page 9
Detail Page 9
Ejectpoint Page 10
Mountpont Page 10
Muzzlepoint Page 10
Sequence Helpers Page 10
Vehicle Nodes and Information
Bounds Page 11
Cam Page 12
Col Page 12
Collision Page 12
Contrail Page 12
Detail Page 13
Eye Page 13
Hub Page 13
Jetnozzle Page 13
Light Page 13
LOS Page 13
LOSCol Page 13
Mount Page 14
Smoke_node Page 14
Character & Static Shape Nodes
A example of a typical hierarchical chart of a proper Torque character model (from 3DS Max)
An example of a typical hierarchical chart of a proper Torque static object, shape (from 3DS Max)
bounds – Bounding Geometry
This is essentially a bounding box that must encompass at all times your shape. The
exporter uses the bounding box to decide which geometry it should send to the DTS file.
The “bounds” shape is also used as a ground transform (where your shape will sit/stand
when placed in the engine) and the default location for any missing nodes in your scene.
The location of the ground transform is specifically based off of the location of the
“bounds” nodes transform or pivot point in your 3D scene.
Note this node is not required when using Milkshape to export your 3D scene.
Example Usage- bounds
cam – 3rd person Camera Placement
Required only for playable characters. The “cam” node is used to tell the engine where to
view the model from if the camera perspective is placed into 3rd person mode. Without
this node you will view from the transform coordinates of the “bounds” shape.
Example Usage- cam
Col-# – Collision Geometry
“Col” nodes are a geometric shape that is used to perform the collision test within Torque
Game Engine. Since this is the collision shape that will be used, you will want to ensure
that this is a very simple shape (20 polygons or less or else you will affect performance)
and that is not concave (i.e. it does not indent or push into itself at any location).
Note: The shape of the collision geometry is very important as it can influence whether or
not your vehicle can get stuck on objects in your scene or if it will bounce off of them.
Also note that all collision geometry must be convex and not concave in shape or you will
generate an error and the exporter will not export your mesh.
All “Col” geometry must be named with this convention and the trailing number that
follows must match much a number on a corresponding “Collision” node.
Example Usage- Col-1, Col-2, Col-9
An example of a good collision mesh for your DTS
shape: Low polygon count and convex shape
An example of an incorrect collision mesh for your
DTS shape: High polygon count and many concave
areas.
Collision-# – Collision Marker
“Collision” nodes are very similar to “details” nodes as they tell the DTS Exporter that a
collision shape exists and that it should be used. These nodes are specifically named
“Collision-#” where number (#) is a value between 1 and 9.
Example Usage- Collision-1, Collision-2, Collision-9
detail# – Detail Marker
The detail markers are placed in your scene as a method to tell the engine the various
LOD settings that can be placed into the DTS file when it is exported (as denoted by the
trailing number, which replaces the # sign). You can have as many detail markers in your
scene as you wish.
The trailing number after “detail” denotes the pixel size of the model on the player’s
screen. You do not want to use a number smaller than 2 as this would cause a model to
be drawn infinitely.
Example Usage- detail75, detail2
eye – 1st person Camera Marker
Required only for playable characters, this node is essentially just a set of transform
coordinates that tells the engine where to place the camera for viewing from 1st person
perspective. Without this node you will view from the transform coordinates of the
“bounds” shape.
Example Usage- eye
Light# - Light Emitter Marker
Example Usage – Light0, Light1
LOS-# – Line of Sight marker
Markers for line of sight, or 'bullet' collision shapes. Uses # 9 through 15
Example Usage – LOS-9, LOS-10, LOS-15
LOSCol – Line of sight geometry
Geometry for line of sight collision. Uses # 9 through 15
Example Usage – LOSCol-9, LOSCol-1, LOSCol-15
mount# - Mount Marker
Mount markers are used to tell the engine that something can be attached to your model
at this position. For example you would use a mount marker to tell the engine where to
place a weapon on your player model.
Example Usage: mount0, mount1, mount2
MultiRes:: - Specialized Name Marker
For 3DS Max users for use on character models only. This is a special case marker that
is used only for character models that have the Skin modifier on it.
“MultiRes::” is placed before the name of a snapshot of your character mesh. It is used to
tell the engine that this particular mesh has the LOD information for the character node
and should be used to generate the LOD information for the DTS file on export.
Example Usage- MultiRes::bodymesh, MultiRes::character
Ski# - Ski Marker
Example Usage- Ski0, Ski1
SORT:: - Specialized Name Marker
“SORT::” is a specialized flag that is placed in front of your geometric nodes name that
the exporter catches and is used when you have a small (i.e. three units or less)
polygonal object with transparency that is rendering incorrectly (almost appears
backwards or inside out).
When the exporter catches the “SORT::” tag it runs the mesh through a specialized
polygonal splitting algorithm that will allow the shape to be rendered correctly in the
engine due to its small size/scale.
Note: It is recommended that you only use SORT:: on meshes with small polygon counts
(50 or less). If possible you are advised to make any transparent polygons their own
mesh if they need SORT:: as this will speed up the exporter process immensely.
Example Usage- SORT::mymesh, SORT::treeleaves
Weapons Nodes
A hierarchical example of a weapon shape for Torque (from 3DS Max)
bounds – Bounding Geometry
This is essentially a bounding box that must encompass at all times your shape. The
exporter uses the bounding box to decide which geometry it should send to the DTS file.
The “bounds” shape is also used as a ground transform (where your shape will sit/stand
when placed in the engine) and the default location for any missing nodes in your scene.
The location of the ground transform is specifically based off of the location of the
“bounds” nodes transform or pivot point in your 3D scene.
Note this node is not required when using Milkshape to export your 3D scene.
Example Usage- bounds
Col-# – Collision Geometry
“Col” nodes are a geometric shape that is used to perform the collision test within Torque
Game Engine. Since this is the collision shape that will be used, you will want to ensure
that this is a very simple shape (20 polygons or less or else you will affect performance)
and that is not concave (i.e. it does not indent or push into itself at any location).
Note: All collision geometry must be convex and not concave in shape or you will
generate an error and the exporter will not export your mesh.
All “Col” geometry must be named with this convention and the trailing number that
follows must match much a number on a corresponding “Collision” node.
Example Usage- Col-1, Col-2, Col-9
An example of a good collision mesh for your DTS
shape: Low polygon count and convex shape
An example of an incorrect collision mesh for your
DTS shape: High polygon count and many concave
areas.
Collision-# – Collision Marker
“Collision” nodes are very similar to “details” nodes as they tell the DTS Exporter that a
collision shape exists and that it should be used. These nodes are specifically named
“Collision-#” where number (#) is a value between 1 and 9.
Example Usage- Collision-1, Collision-2, Collision-9
detail# – Detail Marker
The detail markers are placed in your scene as a method to tell the engine the various
LOD settings that can be placed into the DTS file when it is exported (as denoted by the
trailing number, which replaces the # sign). You can have as many detail markers in your
scene as you wish.
The trailing number after “detail” denotes the pixel size of the model on the player’s
screen. You do not want to use a number smaller than 2 as this would cause a model to
be drawn infinitely.
Example Usage- detail75, detail2
ejectpoint – Weapon Projectile Emitter Marker
The “ejectpoint” node tells the engine where to emit the shell casing DTS file from when
the weapon is fired.
Example Usage - ejectpoint
mountpoint – Weapon Location Marker
This node tells the engine where to attach the weapon to the player model. The weapon
is attached specifically at the location of the “mountpoint” to the corresponding “mount”
node on the player character.
If there is no mountpoint in the DTS file or if the node is not exported, the engine will
default to the origin (0,0,0) of the DTS file when mounting.
Example Usage - MountPoint
muzzlepoint – Weapon Muzzle Flash Marker
The “muzzlepoint” node tells the engine where to show the ‘flash’ or ‘bang’ DTS file when
the weapon is fired.
Example Usage - muzzlepoint
Sequence Helpers
Activate – Animation that is played when the weapon is activated and placed on the
player character. Options: Cyclical sequence (no), Complete cycle (no), Blend
sequence (no), FPS (60), Transform Animation.
Deactivate – Animation that is played when the weapon is deactivated and put away.
Options: Cyclical sequence (no), Complete cycle (no), Blend sequence (no), FPS
(60), Transform Animation.
Fire – Animation that is played when the player would fire the weapon. Options: Cyclical
sequence (no), Complete cycle (no), Blend sequence (no), FPS (60), Transform
Animation.
NoAmmo – Animation that is played when the player has no available ammo. Options:
Cyclical sequence (no), Complete cycle (no), Blend sequence (no), FPS (60),
Transform Animation.
Reload - Animation that is played when the player is reloading the weapon. Options:
Cyclical sequence (no), Complete cycle (no), Blend sequence (no), FPS (60),
Transform Animation.
Vehicle Nodes
An example of the vehicle hierarchy for Torque (from 3DS Max)
bounds – Bounding Geometry
This is essentially a bounding box that must encompass at all times your shape. The
exporter uses the bounding box to decide which geometry it should send to the DTS file.
The “bounds” shape is also used as a ground transform (where your shape will sit/stand
when placed in the engine) and the default location for any missing nodes in your scene.
The location of the ground transform is specifically based off of the location of the
“bounds” nodes transform or pivot point in your 3D scene.
Note this node is not required when using Milkshape to export your 3D scene.
Example Usage- bounds
cam – 3rd person Camera Placement
Required only for playable characters. The “cam” node is used to tell the engine where to
view the model from if the camera perspective is placed into 3rd person mode. Without
this node you will view from the transform coordinates of the “bounds” shape.
Example Usage- cam
Col-# – Collision Geometry
“Col” nodes are a geometric shape that is used to perform the collision test within Torque
Game Engine. Since this is the collision shape that will be used, you will want to ensure
that this is a very simple shape (20 polygons or less or else you will affect performance)
and that is not concave (i.e. it does not indent or push into itself at any location).
Note: The shape of the collision geometry is very important as it can influence whether or
not your vehicle can get stuck on objects in your scene or if it will bounce off of them.
Also note that all collision geometry must be convex and not concave in shape or you will
generate an error and the exporter will not export your mesh.
All “Col” geometry must be named with this convention and the trailing number that
follows must match much a number on a corresponding “Collision” node.
Example Usage- Col-1, Col-2, Col-9
An example of a good collision mesh for your DTS
shape: Low polygon count and convex shape
An example of an incorrect collision mesh for your
DTS shape: High polygon count and many concave
areas.
Collision-# – Collision Marker
“Collision” nodes are very similar to “details” nodes as they tell the DTS Exporter that a
collision shape exists and that it should be used. These nodes are specifically named
“Collision-#” where number (#) is a value between 1 and 9.
Example Usage- Collision-1, Collision-2, Collision-9
Contrail#
This emitter creates contrails, which are those little wisps that you see that emit from the
tips of wings on airplanes.
Example Usage - Contrail0, Contrail1
detail# – Detail Marker
The detail markers are placed in your scene as a method to tell the engine the various
LOD settings that can be placed into the DTS file when it is exported (as denoted by the
trailing number, which replaces the # sign). You can have as many detail markers in your
scene as you wish.
The trailing number after “detail” denotes the pixel size of the model on the player’s
screen. You do not want to use a number smaller than 2 as this would cause a model to
be drawn infinitely.
Example Usage- detail75, detail2
eye – 1st person Camera Marker
Required only for playable characters, this node is essentially just a set of transform
coordinates that tells the engine where to place the camera for viewing from 1st person
perspective. Without this node you will view from the transform coordinates of the
“bounds” shape.
Example Usage- eye
hub# - Wheel Placement Marker
Wheeled Vehicles Only. Hub nodes are used to define where a wheel DTS shape will
attach to the mesh when it is in the engine.
Note: For wheeled vehicles it is recommended that you use multiple hub nodes, this will
stabilize your vehicle and make it easier for the end user to drive around in a scene. It is
not recommended to have a vehicle with only one hub node!
Example Usage: hub0, hub1, hub2, hub3
JetNozzle#
This node tells the engine where to emit a jet engine exhaust from.
Example Usage – JetNozzle0, JetNozzle1
Light# - Light Emitter Marker
Example Usage – Light0, Light1
LOS-# – Line of Sight marker
Markers for line of sight, or 'bullet' collision shapes. Uses # 9 through 15
Example Usage – LOS-9, LOS-10, LOS-15
LOSCol – Line of sight geometry
Geometry for line of sight collision. Uses # 9 through 15
Example Usage – LOSCol-9, LOSCol-1, LOSCol-15
mount# - Mount Nodes
Mount nodes are used for two things with vehicles in TGE, either as a player attachment
point or as a weapon location. Typically mount nodes will be used or assigned to the
following functions:
mount0 – pilot of vehicle
mount1 – navigator/gunner
mount2 – passenger
mount3 – passenger
mount4 – passenger
mount5 – passenger
mount6 – passenger
mount7 – passenger
mount8 – passenger
mount9 – Weapon (bomb bay)
mount10 – Weapon (gun)
Smoke_node# – Particle Emitter Placement Marker
These nodes (named “smoke_node#) denote the location of a particle system to the
engine. This particular particle system emits particles based on the amount of damage
that your vehicle has taken. To place this node on your vehicle, create a dummy helper
object and link it to the location on your mesh where you would like the damage smoke to
emit from in the game.
Example Usage – Smoke_node0, Smoke_node1
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