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3 Dimensional Chat / DoGa to DirectX?

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Scarlek
22
Years of Service
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Joined: 26th Nov 2003
Location:
Posted: 18th Sep 2004 01:42
Does anyone know if the following can be done somehow? (I've been trying but so far the results have been a little wierd...)

Here's what I want to do:
- Create a ship in DoGa.
- Export to .x format.
- Convert .x to .csm via the Cartography Shop conversion plugin.
- Texture the ship using Cart Shops excellent texture tools.

The reason for doing it like this is simple, I can't work out how to position textures correctly (or easily) in DoGa!

Any tips welcomed. If you know of another, easier way to texture DoGa models in a similair way that Cshop handles things then I'd really appreciate being educated.

- Creating Games even I would play -
Peter H
22
Years of Service
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 18th Sep 2004 02:06
i can tell you how to export .x in DoGa...(this is with L3 but it'd be just about the same with L2 or L1...)

-click "file" (upper left corner)
-export
-export Direct3D file (triangulation)

"We make the worst games in the universe."

harggood
23
Years of Service
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Joined: 9th Apr 2003
Location: the forest
Posted: 18th Sep 2004 03:31
Maybe Metasequoia would be helpful. It doesn't open .x. However, it opens Doga parts - .suf and saves to .x
http://www21.ocn.ne.jp/~mizno/main_e.html

Awfuldark Forest
Lord Aramus
21
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Joined: 8th Sep 2004
Location:
Posted: 18th Sep 2004 05:10
Please clarify what you are attempting a bit more.. If you just want to make a ship model in doga L3 and export it to .x format, then it'll work just fine.

You will, however, have to apply the textures in Dark Basic. they don't export with the file. and Animations also do not export.. so you'll need something like 3d studio max or milkshape to add animations and a skeleton.

Ack Thpppppt!

High quality models and graphics, low prices. Graphics for the rest of us.
zircher
23
Years of Service
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 18th Sep 2004 06:42 Edited at: 18th Sep 2004 06:49
Scarlek, the method you mentioned should work assuming that the .X > .CSM tool does its job. DoGA is pretty faithful when it comes to exporting models. Harggood has a good point about Metasequoia LE, it's the program I use when I want to post-process DoGA models.

You'll need a tool to re-assign UV coordinates as well, if CShop does not do that.
--
TAZ

DoGA tech tip:

If you're using advanced material settings and texture special effects, they may not export correctly. This is because many of those effects are render engine based and not texture based. Sometimes I'll render a blended texture to a flat plane, save that image to disk, and then use the 'cooked' texture in L3. That way I know it will export as I expect it to.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1

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