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3 Dimensional Chat / Importing Directx format, texturing and then exporting/saving back to .x format or 3ds.

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Scarlek
22
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Joined: 26th Nov 2003
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Posted: 1st Dec 2004 20:29
Ok, I've tried a whole heap of tools but being a tool myself, I've not yet managed to get a DirectX model textured and then useable in DBP.

Has anyone managed to do this? If so, how?

- Creating Games even I would play -
Van B
Moderator
23
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 1st Dec 2004 22:35
If you have a .3DS file, just convert it using the converter supplied with DBC, or export to .X from characterfx if you have that. I'm not sure if Lithunwrap is any good with it's .X files, worth a try anyway.

Why not tell us what you have tried?


Van-B


It's c**p being the only coder in the village.
Scarlek
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Posted: 2nd Dec 2004 00:27
Just tried Lithunwrap and boom, works like a charm. Now to learn how to UV map... (yikes)

- Creating Games even I would play -
Clueless
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Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 2nd Dec 2004 05:50
@Scarlek:

I've heard good things about Lithunwrap but haven't used it. I use GameSpace myself.

Number one thing I always check with .X texture problems is whether the model was saved with an absolute (literal) texture file name path, like "C:\My Stuff\ReallyStrangeFolderName\Neverguessthis\face.bmp". That'll getcha every time and I still screw up and do it now and then.

Related to that: when the model isn't saved with an actual path, is forgetting to put your textures in the same folder as the model.

Another variation on that theme: Some versions of DirectX only use the first 8 characters of a texture filename and everything after that is ignored WITHOUT WARNING. "Limb0001-texture1.bmp" and "Limb0001-texture2.bmp" are
both "Limb0001.bmp" in those versions. That was true as far back as 7 and maybe 8 (I haven't tried with 9 yet). Anyway, as a matter of practice now, I don't ever name my textures in any format other than the old 8.3 DOS way.

Notepad is a really good way to learn what texture names your .X model is referencing. It'll definitely help you if it's a path problem.

That's what I'd look for if the model is looking all white or all gray, as if the textures are missing. If it's totally dark, you might need to "fix normals" or "flip normals" in your modeling program. Also check the lighting in your scene. Somebody here (maybe it was Van B?) had a good idea -- create an untextured cube in your DBP program and place it next to your model. IF it's all white, and your model is dark, it's the normals.
Scarlek
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Joined: 26th Nov 2003
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Posted: 2nd Dec 2004 17:46
thanks for all the tips

*makes a quick note about texture names being =< 8 characters long and goes to check his models *

- Creating Games even I would play -
zircher
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 4th Dec 2004 08:33
Also try opening your old .x models with Notepad and looking for the filenames and see if the paths are absolute or relative. You may only need to remove any paths to get them to work.
--
TAZ

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

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