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3 Dimensional Chat / XSI export to DirectX problem (UVs)

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LatkaXtreme
15
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Joined: 3rd Jul 2009
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Posted: 27th Jul 2009 21:47
Hi all

Sorry I make a new thread for this, but I haven't find any better posts. I have a problem about exporting a model from XSI into DirectX. I'm kinda new to XSI, but after some time, I successfully made a model, and made a UV for it. After that I tried to export it into DirectX before I finish the model (just of curiousity), but I had a little problem. But let the picture speak:



As you can see, in XSI the UVs are just fine, but in DirectX (and DarkBasic) it screws up the UV, except for the "head" at the top (which holds the needle) and the small part at the holder (which holds those rings).
I tried to find a solution, I did every single possibility in the exporter, freeze the object, checked twice if it has more than one materials, but nothing helped.

So if anyone knows a solution how to fix this, I'd apprechiate that (oh, and please, if you know it, please tell it in details, I'm still new to XSI )

Thanks for your help!

The ONLY think we have to fear is FEAR ITSELF...
...and spiders
Azunaki
15
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Joined: 11th Feb 2009
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Posted: 27th Jul 2009 23:34
it looks kinda like the UV map isn't going into the direct X version.
LatkaXtreme
15
Years of Service
User Offline
Joined: 3rd Jul 2009
Location:
Posted: 28th Jul 2009 09:57
since then I figured out that during the export it flips/mirrors the uv horizontally. I know the easier solution would be to mirror the texture every time I finish a model, but thats just ugly.

Is there a mode to flip the uv in the .x file, or to tell the xsi to flip it for me when its exporting it?

The ONLY think we have to fear is FEAR ITSELF...
...and spiders

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