You'll need 2 pieces of software, and an interior w/it's related files.
Torque3D v1:
https://github.com/GarageGames/Torque3D/releases/tag/v1Maya LT:
http://www.autodesk.com/products/maya-lt/free-trialUnzip Torque3D
Exec Torque3D.exe
Click New Project
Click Template > Empty
Click Create
Minimize Torque3D
Move [interiorname].dif and it's resources to
Torque3D-1\My Projects\New Project\game\art\shapes\Maximize Torque3D
Click "Play Game"
Click "Play"
Click "Go"
Hit F11 on the keyboard
On the right side of the screen, click "Library", then click "Meshes", then double-click "art", then double-click "shapes", then double-click [interiorname]
You should see it pop up in the game, you may have to hold right-click and look at the ground before double-clicking [interiorname].
On the top left, click "File", then "Export Interiors To COLLADA".
Click your interior, deselect "Export interiors with transforms baked in", and click Export.
Close Torque3D.
Install Maya LT (It's a 30-day trial)
Open Maya LT
Click File > Import
On the bottom of the menu, change "Files of type:" to "DAE_FBX"
Navigate to
[filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\Click [interiorname].dae
Your interior should appear.
You can rotate, pan, and zoom with Alt+LeftClick, Alt+MiddleClick, and Alt+RightClick.
You can also use the scroll wheel to zoom.
Click File > Export All
Navigate to
[filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\Change "Files of type:" to FBX export
On the options pane to the right, go to File Type Specific Options > Advanced Options > FBX File Format and change "Version:" to "FBX 2014/2015"
Change "File name:" to "[filename].fbx"
Click "Export All"
Close Maya LT
Open Blender and import [filename].fbx from
[filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\Alternatively, in Maya, while exporting, you can also select File Type Specific Options > Include > Embed Media > Embed Media
If you do that, you can put the fbx file wherever you want.
But I think it'd better to keep the fbx file with it's resources. You'll need them if you plan on turning it into a .dts.