Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Exporting Models to .x Format

Author
Message
NewDarken
18
Years of Service
User Offline
Joined: 12th Jan 2006
Location: Nevada
Posted: 19th Jan 2006 17:44
Hello,

I've been trying to do this for awhile now and cant seem to get the combo right. Here are some example steps of what I've tried...

This is the closest I've come to a usable model...
I have a model in .max format (3dsmax7)
I used the material editor in 3dsmax7 to color it
I exported it to .3ds format
I imported into Lithunwrap = looks good in the darkmatter browser, shows up as a grey uncolored model in my program

Same attemp with Gmax
I have a model in .max format (3dsmax7)
I exported it to .3ds format
I imported into Gmax and colored some polys with the Material editor.
Used http://panda3d.org/wiki/index.php/Converting_from_GMax to do an export to .x file from gmax
The model shown in Darkmatter is see through, though the polys are colored and my program shows the same thing

Same attemp with the Dark Basic 3ds to X converter
I have a model in .max format (3dsmax7)
I exported it to .3ds format
Used the DarkBasic Converter on the file
Looked at in DarkMatter, the model is totally blue, in my program hes totally blue also

So I guess if someone can point to the proper steps one should take in exporting a model to be usable in DarkBasic Pro, it would be greatly appreciated!

I havent done any texturing on my model because I dont want to spend days texturing it, just to find out I followed the wrong steps and have to start over, So I am just using materials to find what those steps will be.

Thanks!!
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 19th Jan 2006 23:44
you missed the step where you try to export using the .x max7 exporter.

Halowed are the ori.
Joh
20
Years of Service
User Offline
Joined: 5th Jul 2004
Location: Malaysia
Posted: 20th Jan 2006 01:01 Edited at: 20th Jan 2006 01:04
I too have some issues with loading max exported 3ds into DBP. Static objects are invisible, but animated objects appear fine.

I Use Max7-SP1, DBPro5.9, PandaXporter (not related to Panda3d). Static,animated,with/without textures load fine into DB. Stick to .X files, imo.

Pandasoft Xporter for Max.
http://www.andytather.co.uk/Panda/directxmax.aspx
Pincho Paxton
21
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 20th Jan 2006 09:09
I don't know about DBPro but for DB Classic.........
I think that models need some real bmp textures UV mapped on to them. Those built in texture things don't seem to work all of the time. Lithunwrap allows you to add a bmp texture. It also exports 3DS as x if you want. Those exported x files work in DB.

dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 20th Jan 2006 10:13
well from everything ive heard .3ds support in dbp isnt funny working so its best to stick with .x

Halowed are the ori.
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 20th Jan 2006 11:01
I used 3d in loats of my games , i didn`t finished that much of them...but i did one that old checpoint racer (my first game..)
(though it had only one model , the "car")

I experimented a bit with dbclassic model support , and 3d works well , BUT animated 3d doesnt , it works , but it only works if animation is ONLY MOVEMENT , if animation is rotation or something , then it doesn`t work .

my posts have been read or opened
times !
NewDarken
18
Years of Service
User Offline
Joined: 12th Jan 2006
Location: Nevada
Posted: 21st Jan 2006 02:55
Ok, heres an update and thanks for all the replies.

I used Q3d's plugin to export to .x format straight from the .max opened file and it imported into DBPro perfectly.

I used Panda's version plugin and it also worked perfectly.

I am very happy with these 2 plugins and thanks for the help, I am now attempting to go after importing an animation. Hehehehe, whole new ball of wax.

Thanks.
NewDarken
18
Years of Service
User Offline
Joined: 12th Jan 2006
Location: Nevada
Posted: 21st Jan 2006 04:42
Man, Im a tardo boy...

I spent all day downloading converters, installing them, trying them out, all to get an animated .x file into my program, then 14 hours later realized you have to put animation code into your program to view it!! I was importing animated files that werent animated because I didnt put this little statement in my code "Loop Object, (Object Number)". Damn, I wasted a lot of time there, hehehe. Hopefully someone will read this and not do the same thing.
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 23rd Jan 2006 15:44
HAHAHAHAHAHA!!!
*laughs at Tardo Boy*

If only you had died from a brain aneurism right then, you might have gotten a darwin award.

formerly KrazyJimmy
Your forum name can
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location:
Posted: 23rd Apr 2006 14:31
hey guys, i need the steps of exporting from max 7 to .x format without losing animation and texture data, my model is rigged with 'skin' and prehaps animated inporperly (maybe not centered correctly and many other techincals that is require in game animation), please help me

and if you know .md2 and or (preferbly) .md5, i would also like to know how to get them exported correctly from max to them, please iv tried all i can with my the knowledge and time i have (still searching). Also im not a programmer so it is even harder for me to do this

Thanks

dude the dreamer

Login to post a reply

Server time is: 2024-11-27 07:48:07
Your offset time is: 2024-11-27 07:48:07