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3 Dimensional Chat / Milkshape exporting (yet another Question)

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Trial
21
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Joined: 28th Aug 2003
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Posted: 29th Aug 2003 00:54
I know that this has been posted before, but i just can't find
exactly what I need. Could Anyone please write me a list of export
settings necessary to export milkshape animations to DBC.

Thanks in advance, and sorry to ask this question again.
Seth Turnlund
JAT
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Posted: 29th Aug 2003 02:00
By DBC you mean the old DB? For that, you export the DirectX Retained Mode format. You need to create the model in a special way to do a segmented frame model. I think the help dialog in the exporter explains this.

If you are using DBPro, you can use the DirectX SkinnedMesh format, and probably leave all the options at the defaults. I'm pretty rusty on this, but I think selecting the right sub-format is the main issue.

Somebody (Psionic?) had a nice page with a screen shot, but I can't find it. (Hey DB! Why don't you put something in your docs, or put a sticky message here?)

-John

John Thompson
http://www.jtgame.com/jtedit
TDK_Man
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Location: Tenerife, Spain
Posted: 29th Aug 2003 02:12 Edited at: 29th Aug 2003 02:16
I'm struggling with this too (in another post which has yet to result in an answer).

I was given a tutorial which said for DBC you have to use the DirectX8 JT export option for DBC and included the following:



Unfortunately, with these settings, I now get just a sever exception error on the Load Object line.

At least with the other DX8 export option I could load the object even if it crapped out when you used any animation command.

Please let me know if this worked for you...

TDK

MatEdit Pro Info & Progress Reports: http://www.matedit.com
actarus
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Location: 32 Light Years away
Posted: 29th Aug 2003 15:49
Personally,I wouldn't bother using the .X format except for DBPro,after all,.3ds may be bad but it still does everything for DBC,not more,not less., so why going through a conversion pain?

Everyobdy wants to be loved,But no one loves everybody...
DrReaper
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Joined: 5th Feb 2003
Location: United States
Posted: 29th Aug 2003 20:04
I have had some good results with the exporter. First you have to make sure all vertexs are assigned to joints or you will have you mesh split up. Some of you mesh will load higher up and the assigned part will be were it's supposed to be... Once all vertexs are assigned do the following.

1. Make sure you are not in animation mode
2. Select file, export, and select Direct X 8.0 file
3. Make sure everything is selected and give the file a name.
4. Export it

I was unable to make the DirectX 8 JT exporter work at all.

Trial
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Posted: 2nd Sep 2003 00:36
when i export in Direct X 8.0 or Direct X 8 JT it does not animate correctly. I tried that tut TDK_Man, but it doesn't work for me either.

Could it be because i don't have the registered version yet?


Seth
Dreamora
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Location: Switzerland
Posted: 2nd Sep 2003 10:32
hmm don't think so but might be that just your MS3D or the exporter is old so you get this problems.

or you make some failures on your model, like mesh deformation which isn't allowed in DBC
The Dark Padawan
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Location: USA!
Posted: 2nd Sep 2003 23:06
I'm struggling on this too . I'm confused do you use a single mesh or many objects like limbs for example?

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