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DarkBASIC Professional Discussion / Exporting to DirectX from 3D Software

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PirateJohn
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Posted: 29th Jun 2013 04:30
I have been playing around with texturing my weightlifter for my lifting game and have noticed that when I try to export to .x a file that contains multiple objects, it won't load in DBPro. It sees that the file is there but can't load it using LOAD OBJECT. I have tried using LOAD MESH, too, but that doesn't work either.

Does anybody else have this problem? If indeed the entire thing has to be one solid object, am I still going to be able to animate it using software such as Blender?

I will attach files of both the working and non-working models as well as the texture file.

PirateJohn
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Posted: 29th Jun 2013 04:30
Here is the working model.
PirateJohn
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Posted: 29th Jun 2013 04:31
Here is the texture file.
wattywatts
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Posted: 29th Jun 2013 05:09
I've never had a problem with a .x containing multiple objects, for me they become limbs in dbpro. I tried opening your non working file in blender, fragmotion and milkshape and couldn't see a thing, no geometry. What software did you use to export the model to .x?

http://mattsmith.carbonmade.com/
Mage
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Posted: 29th Jun 2013 06:02
Post screenshots of your exporter window so we can see the settings you are using to export the x model.

PirateJohn
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Posted: 29th Jun 2013 08:43
The file I loaded was exported with AC3D. I had the same problem when I exported from Blender. I'll have to post the screenshots tomorrow since I'm not at my computer now.
PirateJohn
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Posted: 29th Jun 2013 20:12
Here is the screenshot from AC3D
wattywatts
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Posted: 30th Jun 2013 00:16
I don't personally know the first thing about ac3d but if you haven't yet, I'd try checking everything under 'model information', unchecking everything under 'naming' and unchecking everything under 'meshes'.

Maybe someone else knows a little more about that specific program. In the mean time, would you mind uploading a 3ds export? I'd like to see if it's only the x format that's screwing up, and also if I can successfully convert it to .x in a different program.

http://mattsmith.carbonmade.com/
PirateJohn
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Posted: 30th Jun 2013 01:32
I had made a 3ds export and loaded it into Blender, then exported directly from Blender into .x, but had the same problem. When I get home I'll upload those files.
JackDawson
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Posted: 30th Jun 2013 06:11
I am not sure you could use this example or not.. but I made a cube in blender.. exported it out as a 3ds file and then in DBPro I pulled it in as a mesh. I then exported it out as a DirectX .x file and then I could use it from that point on with no problems.

I attached the 3DS and the Code in a rar file. Hope it helps.
PirateJohn
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Posted: 30th Jun 2013 06:15
I've had problems importing .3ds files into DBPro, so I don't think that I would be able to do that.
PirateJohn
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Posted: 30th Jun 2013 06:17
This is the .3ds file I created with AC3D and imported into Blender.
PirateJohn
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Posted: 30th Jun 2013 06:19
And here is the DirectX file I created from Blender after importing it from AC3D
JackDawson
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Posted: 30th Jun 2013 06:24 Edited at: 30th Jun 2013 06:31
Ok the AC3D exported 3ds file doesn't work. It crashed immediately.

As for blender and exporting 3ds files, I have not had a problem yet. And the code I wrote and the 3ds example I shown you came from the newest version of Blender (2.67).
wattywatts
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Posted: 30th Jun 2013 06:46
Well I had no problems opening up the 3ds file, however the .x seems once again to be totally empty. I don't know what's going on with a 7.5 mb mesh with no geometry.
Anyway, I converted the 3ds to .x and didn't see any problems (included). If you changed the export settings for that export I'd suggest explaining the situation on the ac3d forum, there's got to be something simple we've overlooked.

Also, Makehuman uses a lot of polys, you might want to decimate what you don't need for animation. Meshlab can decimate while retaining the texture if you decide to do so.

http://mattsmith.carbonmade.com/
Mage
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Posted: 30th Jun 2013 06:47
This thread seems to suggest his settings are correct as the screenshot matches the one provided:
http://forum.thegamecreators.com/?m=forum_view&t=156903&b=3

PirateJohn
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Posted: 30th Jun 2013 07:40
Strange, since the most recent .x file I posted wasn't made with AC3D but with Blender. I think I'll have to make everything one object in AC3D, export it, then break it up in Blender when I animate it. Hopefully that will work.

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