Here is the full source code [edit 08Sep2019-source currently being updated] for exporting any DBO object file to either .OBJ or DirectX formats (also can save out the meshmemblocks-see below).
This is Tier 1 at the moment as it's quicker to develop, Tier2 and my fav C++ later.
There are some option vars:
splitgroups =1 (set to 0 for no groups -> OBJ format only at the moment)
defaulthandedness=1 (1 = right handedness, 2 = left handedness -> OBJ format only at the moment [edit 06Sep19: added code for X format now-will be in next version])
exportformat=1 ( 1=OBJ, 2=DirectX)
you can change the output destination on the following lines that read:
if exportformat=1
ExportOBJ("raw:c:\temp\"+fileshortname+".obj")
else
if exportformat=2
ExportDirectX("raw:c:\temp\"+fileshortname+".x")
endif
endif
code for skinned meshes ( animated objects) to yet be ported over from my old project.
Code is still in draft and more to add , condense, optimise etc.
All converted models include normals + UV coords. So you can load the converted OBJ or X files directly in AppGameKit and load in texture image and texture the object. A lot more work on the texture side to do.
If you want to save out the AppGameKit meshblock data, you can by uncommenting code which refer to ".mem". I have another program that reads the saved .mem files in, but needs cleaning up as it's still in draft/ dev/ debug state.
some pics attached.
Also works with AppGameKit Studio, uncomment the relevant #Renderer line at top of program.
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