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3 Dimensional Chat / Milkshape Models not importing correctly

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Youngdirector Games
18
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Joined: 31st May 2006
Location: Mars
Posted: 11th Nov 2007 23:22
I searched but I could not find this exact question... Don't yell at me if you can, i'm not too talented with searching.
Alright, i'm trying out DB Pro tiral and plan on getting it for christmas. I have Milkshape 3D and am learning my ways of using it. I am trying to use its models, but when I replaced the Pelican.x model in the example, it messed the entire program up. I did not try this with any of the other examples, and i'm not near talented enough to use it on in my own one, but it just shows up realy black even when I apply most textures. Also I had a collision error when I moddified the "Setting Up Collisions" tutorial for Dark Basic in the Developers Network section of the site, I could not move the sphere anywhere around my model.

Could someone please help me by teaching me how to correctly export using the .x(JT) Exporter? If there is a better exporter please help me.

YDG- Youngdirector Games,
Youngdirector.tk
Sigh
18
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Joined: 26th Dec 2005
Location: The Big 80s
Posted: 11th Nov 2007 23:56
I had problems a long time go with exporting models from MS3D so I started using Ultimate Unwrap 3D to do the exporting.

The Great Nateholio
<img src="http://ixeelectronics.com/Nateholio/Pictures/Sigblock.PNG">
Youngdirector Games
18
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Joined: 31st May 2006
Location: Mars
Posted: 11th Nov 2007 23:59 Edited at: 12th Nov 2007 00:00
thank you, sorry if this is a noob question, but I am one, and how do I get the exporter? Is it part of MS3D? Is it a sepreate Editior, 3rd party, ect.

Thanks for the answer!

Edit, 6:00 GMT-5
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Nevermind, I googled it. I'm kinda tired today and I did not think right away.

YDG- Youngdirector Games,
Youngdirector.tk
Guyra
19
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Joined: 10th Nov 2005
Location: Norway
Posted: 12th Nov 2007 00:13
Personally, I use the exporter that is listed as "DirectX 8.0 File" in the list, as JT usually messes up for me. I think it comes with MS3D as standard.
Youngdirector Games
18
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Joined: 31st May 2006
Location: Mars
Posted: 12th Nov 2007 00:15 Edited at: 12th Nov 2007 02:24
Thanks, that will be useful. I will try that after dinner

EDIT 8:23 PM GMT -5
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That works, thanks.

YDG- Youngdirector Games,
Youngdirector.tk
Sven B
19
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Joined: 5th Jan 2005
Location: Belgium
Posted: 12th Nov 2007 21:57
I always use the JT exporter with these settings:

For static objects, whitout bones or animation:
- Geometry -
v Add Root Frame
(v = check)

- Animation -
v Exclude Animation

Position Scaling: 1.0
Format: DirectX Retained Mode, v Binary, v Templates

With bones, and with animation:
v Add Root Frame

- Animation -
o Exclude Animation
(o = not checked)

Animation time factor: 5 (just don't set it too high)

Format: DirectX Skin and Bones, v Binary, v Templates



I just tested it and it worked like a charm. I have DBP (but not the trial).

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Dark_Jedi
17
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Joined: 23rd Mar 2007
Location: Not behind you with a gun.
Posted: 3rd Jan 2008 01:00
Wow. Its like watching me all over again. I did the exact same thing in 2006 even the getting it for Christmas part exept for getting the answer on how to export. Now that I have it, I'll test it.

It only looks like I know what I'm talking about.
Youngdirector Games
18
Years of Service
User Offline
Joined: 31st May 2006
Location: Mars
Posted: 3rd Jan 2008 03:32
lol, well i didn't get it for christmas, i kinda dropped game making and have moved on to movie directing/editing. Funny though.

YDG- Youngdirector Games,
Youngdirector.tk

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