So here's my tutorials for translucent and collision in Milkshape 3D plus extras, because I have learned that Torque DTS Plus exporter is the divine way So let's a-go!
Translucency
Okay, were gonna start with transparency. Before you do this, the texture is going to have to be already translucent a little.
I'm gonna start with a sphere that has the default MBG texture on it.
Next, we're gonna go to File>Export>Torque DTS Plus
Under the materials section, select the material you want translucent, and hit 'Edit', then check 'Translucent'. You'll notice two other boxes become selectable, 'Additive' and 'Subtractive'. I'm not exactly sure what they do, so I put pics of it in-game to show you.
After checking what you want to check, click okay, then export dts.
And now you have a translucent DTS!
Wikipedia links for Additive and Subtractive
en.wikipedia.org/wiki/Additive_color
en.wikipedia.org/wiki/Subtractive_color
Collision
Next up is collision, and it's pretty simple.
First, duplicate what you want to collide with (you might want to make the collision lower poly) and name it collision. Next, go to the Torque DTS Plus exporter, select 'Collsion' under 'Meshes', then select 'Edit'. You need to set the LOD somewhere between -1 and -8 so it will be invisible in game. After that, click okay, and export dts.
Extra Crap!
Some extra crap I found out how to do.
First is billboards. Select your mesh under 'Meshes' in the exporter and click edit, then select 'Billborad' This will make that mesh always follow the camera.
Next is detail maps. It allows you to add extra detail without editing the texture. Create a new material, and select what you want overlayed. Under the DTS exporter, select your material, then click the drop-down under 'Detail Map'. Select the material you want used, here it's 'Material5', then click okay.
Last is glow in a dark stuff. Under edit material in the exporter, you find a box that says 'Self Illuminating'. If you select that, your texture will always stay bright.
Correct Bounding Box
When a DTS is exported without a specified bounding box, the bounding box will be 1 Milkshape unit bigger than the object itself.
I'll show you how to quickly fix this.
First, create a box around your model, make sure that its lined up with the edges of model as close as possible. Then, name it 'Bounds0'
When you export it, your marble (or any other physics object) should be correctly on the ground.
If you want more help on the Torque DTS Plus exporter, you can find a help file where your Milkshape is installed called 'ms2dtsExporterPlus'. It helped me make this tut.
Also, if something is not quite clear in this tut, tell me and I'll edit this tut to make it more clear.
Translucency
Okay, were gonna start with transparency. Before you do this, the texture is going to have to be already translucent a little.
I'm gonna start with a sphere that has the default MBG texture on it.
Next, we're gonna go to File>Export>Torque DTS Plus
Under the materials section, select the material you want translucent, and hit 'Edit', then check 'Translucent'. You'll notice two other boxes become selectable, 'Additive' and 'Subtractive'. I'm not exactly sure what they do, so I put pics of it in-game to show you.
After checking what you want to check, click okay, then export dts.
And now you have a translucent DTS!
Wikipedia links for Additive and Subtractive
en.wikipedia.org/wiki/Additive_color
en.wikipedia.org/wiki/Subtractive_color
Collision
Next up is collision, and it's pretty simple.
First, duplicate what you want to collide with (you might want to make the collision lower poly) and name it collision. Next, go to the Torque DTS Plus exporter, select 'Collsion' under 'Meshes', then select 'Edit'. You need to set the LOD somewhere between -1 and -8 so it will be invisible in game. After that, click okay, and export dts.
Extra Crap!
Some extra crap I found out how to do.
First is billboards. Select your mesh under 'Meshes' in the exporter and click edit, then select 'Billborad' This will make that mesh always follow the camera.
Next is detail maps. It allows you to add extra detail without editing the texture. Create a new material, and select what you want overlayed. Under the DTS exporter, select your material, then click the drop-down under 'Detail Map'. Select the material you want used, here it's 'Material5', then click okay.
Last is glow in a dark stuff. Under edit material in the exporter, you find a box that says 'Self Illuminating'. If you select that, your texture will always stay bright.
Correct Bounding Box
When a DTS is exported without a specified bounding box, the bounding box will be 1 Milkshape unit bigger than the object itself.
I'll show you how to quickly fix this.
First, create a box around your model, make sure that its lined up with the edges of model as close as possible. Then, name it 'Bounds0'
When you export it, your marble (or any other physics object) should be correctly on the ground.
If you want more help on the Torque DTS Plus exporter, you can find a help file where your Milkshape is installed called 'ms2dtsExporterPlus'. It helped me make this tut.
Also, if something is not quite clear in this tut, tell me and I'll edit this tut to make it more clear.