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3 Dimensional Chat / Can't make Mulitple colored .x objects

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Guyon
23
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Joined: 6th Jun 2003
Location: United States
Posted: 23rd Mar 2005 00:19
I have tried both Max 6 and Cinema 4D to make an object for DBpro. all I am trying to do is put colors on different parts of my object. I may want to use textures later but for now colors work well.

When I load the object in to DBpro Alli get are is a single color.

In 3dsMax I have collapsed my object and Reset Xform. In Both I have also tried a single object as well as separating my model in to parts and saving as a single .x file.

In all cases I just get 1 color. Any suggestions?
Indie Rock 13
21
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Joined: 1st Sep 2004
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Posted: 23rd Mar 2005 02:44
I don't believe DBPro would show materials like Max and Cinema 4D use, only actual texture images. I don't even think .X files save the material information either. But if you didn't use materials and made the colors in a texture you can use the texture object command. It probably doesn't matter if the colors show up in DBPro anyways if you still plan to texture it later

Neeeeeeeewom!
Guyon
23
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Joined: 6th Jun 2003
Location: United States
Posted: 23rd Mar 2005 03:19 Edited at: 23rd Mar 2005 03:35
Yep,

Once I switched to actual textures instead of my 3d programs simple colors, it worked.

Though I am not getting glow, and/or Luminance modifiers. Are they supported in DirectX?
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 23rd Mar 2005 12:40 Edited at: 23rd Mar 2005 13:05
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:


So the following material entry for the attached model is...


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
Kentaree
23
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Joined: 5th Oct 2002
Location: Clonmel, Ireland
Posted: 23rd Mar 2005 18:48
I remember during the time of the alienware compo there was someone who managed to get vertex colours working in DBP, by changing FVF values to add support for it in memblocks (that's my recollection of it, could be totally off ). I think it was froggermon, have a search of the forum and you might find it.

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Guyon
23
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Joined: 6th Jun 2003
Location: United States
Posted: 25th Mar 2005 05:37
I have found so many plugins that don;t do there job, I am happy I got these to at least partially work. I am living with the .jpg textures for now.

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