Yes, the direct X format has support for colored faces and materials. Perhaps the model is not getting exported properly?
[pause]
Here's a simple color test model that I whipped up in Metasequoia LE and saved as a .X file. I loaded it in my home grown DBP model viewer and it came through just fine. You should be able to open this model in Notepad and compare it to your model to see what is going wrong.
The template for the material settings is pretty straight forward:
template Material {
<3D82AB4D-62DA-11cf-AB39-0020AF71E433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}
So the following material entry for the attached model is...
Material {
1.000000;0.011765;0.011765;1.000000;;
5.000000;
0.000000;0.000000;0.000000;;
0.250000;0.002941;0.002941;;
}
Full red, with 1% tint of green and blue, and full alpha.
No specular lighting (rgb 0,0,0) even though the power is set to 5.
And, about 25% of the main color as emissive lighting/color.
Of course, what DBP might honor inside of the Direct X file is a different can of worms. For example; The alpha color of materials is supported, but how DBP renders them in real time is kind of iffy. And as soon as you start changing things inside DBP, I believe that setting gets clobbered.
--
TAZ
"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1