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3 Dimensional Chat / reduce size of .x files

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Ermes
21
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Joined: 27th May 2003
Location: ITALIA
Posted: 17th Jun 2010 12:38
hi, someone know how to make a smaller .x file from a 3ds?

for example, i've a 3ds file of 400 kb, converted with 3ds converter of microsoft the .x file is about 580 kb, but if i convert the model without normals data .x file is 200 kb, but i need to regenerate normals via dbpro, and i'm not sure all videocard can support this.

why .x file is so big?? how i can reduce it to the bone without loosing normals? bah!

thanks of your time.

ciao faccie da sedere!
Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 17th Jun 2010 22:38
Is there a reason 580kB is too much? If it's completely unacceptable to use the large file/not feasible to use the set object normals command (which I'm pretty sure has nothing to do with the video card. Normals calculation is just a bit of math), you could calculate the normals by hand. Just cycle though each face in the mesh with the vertexdata commands, using the cross-product of two edges.

Ermes
21
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Joined: 27th May 2003
Location: ITALIA
Posted: 18th Jun 2010 11:05
well, i've about one hundred of this object, and save 200kb each it's about saving 20MB of space in the final ZIP, i would like to have the smallest archive possible.
if set object normals works for every videocard, there isn't problem.
i was wondering about a .x editor (with animations), i usually 3d draw and texture in 3dmax, convert 3ds to 3ds with ac3d,import in 3dmax, reconvert objects to eliminate wrong normals or false info on deformed objects,export 3ds,use 3ds converter of microsoft directx. A pain. but all works ok.

ciao faccie da sedere!
Kira Vakaan
15
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Location: MI, United States
Posted: 18th Jun 2010 21:02
You have 100 .x files containing the same object? Why don't you just have 1 .x file and then clone that object 100 times? Also, that workflow sounds completely unnecessary. Why don't you just export to 3DS and use Microsoft's converter? Or better yet, download the Panda .x Exporter for Max and use that instead.

Ermes
21
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Joined: 27th May 2003
Location: ITALIA
Posted: 21st Jun 2010 12:13
i'm not so stupid. i've 100 different objects like spaceships, asteroids, space stations etc.

i would liko to know if .x files have some parts, like specular map,bump map section i'm not using so i can eliminate in my .x file.

then, if i export direct from 3dmax, some normals are wrong and i need to do that workflow. it's for uv unwrap, i don't know but change normals of the faces.

ciao faccie da sedere!
Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 21st Jun 2010 18:35
Quote: "if i export direct from 3dmax, some normals are wrong"

Quote: "import in 3dmax, reconvert objects to eliminate wrong normals or false info on deformed objects,export 3ds"


I don't really understand. You said you can't just export from 3DSMax, but the final leg of your journey before the converter is straight from 3DSMax. Hm?

And .x files don't really have anything like that. It's a pretty light-weight file. Usually structured something like this:

*Vertex Positions
*Vertex Normals
*UV Coordinates
*Material Face Assignments and Material Definitions
*Mesh Skin Weights (for bone deformation)
*Animation Data

Often, some sections are not written if they are not needed. Unless it's using a binary encoding, you could just open the file up in Notepad or something and check it out. Actually, most .x exporters/converters give you an option of writing the file as ASCII text or binary.

Ermes
21
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Joined: 27th May 2003
Location: ITALIA
Posted: 21st Jun 2010 19:40
i know you don't understand, if you don't see you can't believe.
it's a question of normals, not of conversions.AC3D resets normals of my models,then with 3dmax using a convert HDSD tool i can set normals like they must be.

ciao faccie da sedere!
LBFN
17
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Joined: 7th Apr 2007
Location: USA
Posted: 21st Jun 2010 23:52
Why not just save them from DBPro as .dbo files?


Ermes
21
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Location: ITALIA
Posted: 22nd Jun 2010 12:51
! so easy ! i never think of that. i'll try.

ciao faccie da sedere!
zeroSlave
15
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Joined: 13th Jun 2009
Location: Springfield
Posted: 22nd Jun 2010 18:40
I have always had problems with normals when I mirror an object in 3ds Max and export it. I don't know if this is what you have done, but if you do mirror(like say, half the model), make sure that you attach the mirrored part to the original while they are both Editable Meshes. Not Editable Poly.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Ermes
21
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Joined: 27th May 2003
Location: ITALIA
Posted: 23rd Jun 2010 00:21
mirror, strech, modify... all make errors on normals when use it in dbpro.....
as i said, i need to pass to ac3d, then again in 3dmax, make all editable patch, then reconvert with microsoft dx converter.

ciao faccie da sedere!
Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 23rd Jun 2010 15:25
Why use mirror and manually attach the vertices when symmetry does it all for you?

You say you're having problems with normals in your mesh, keep it in editable poly (or editable mesh if things still mess up, but not Patch or any form of spline modelling) and use the panda exporter.
These are the best settings i found for getting things out of max without errors.
Inside the mesh tab, you can always tick 'use custom normals' instead. Look at the pictures, but read the descriptions underneath of why i chose those settings and maybe you can choose your own to work around the problems.

Is it possible you can put up the mesh that's causing problems with export for download, email me if you want me to look at it or put it on the boards i don't mind. If you don't try to create a mesh that is still giving you the same export problems and put that up.

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