excellent work my friend..
here are the results:
I loaded a scene exported from magicworld with the regular matrix and
got an average of
34 fps,
then I loaded the same level with your converted matrix and I got an
average of
86 fps!
dude, you are awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The .x object did not export with textures as you said, but I textured
the converted matrix with a grass texture and exported the level with
magicworld, then I loaded it in dbc and it worked!.. I was thinking
there was some command in dbc that could save out an object.. that way
you wouldn't have to worry about figuring out how the textures work,
but I couldn't find that dbc command.. maybe it could be done with
either meshes or memblocks, I dunno lol.. but I have unwrap 3d by brad
bolthouse and I believe I could do the proper texture editing in there
on the .x file.. either way I will try to find a suitable means of
properly texturing the .x file..
I know the multi-tex routine is included in the magicworld source so I
am thinking of writing something that can read the matrices multi-tex
properties and simply texture a box shaped portion of the screen
according to those properties (basically being what tile texture goes
where)and then using the save image command to export it to a texture
file and then simply apply that to the .x file!!!
Brilliant I tell you..
as for another solution I will try to find some program that imports
.dbo files and can export .x files with textures.
great work my friend.
set mipmap mode 1: set matrix texture 1,1,1: set spot light 1,0,90: set normalization on: sync rate 0: statistic(1): flush video memory
autocam off: always active on: hide mouse: set window on