Yup, I understand not using .x inbetween programs. I use .obj files between programs, they are perfect.
By "face normals" I mean it uses flat shading. You can then re-weld the vertices, but you still can't save it to look good in the .3ds or .x format.
All right, to clear some things up I am going to explain the entire process that I go through to create a model:
1- Design a new object in Anim8or. I then export it as a .3ds object (it has no texturing yet, and Anim8or exports .3ds objects with some extra vertices)
2- Open the object in LithUnwrap and texture it. It then export it as a .obj file with vertex normals (it is both smooth shaded and texutred, but in the obj format)
3- Open the textured .obj model in Wings 3D and then save it as a .3ds file. (this final object is textured and smooth shaded, but it has some extra vertices, making it look bad)
Note: smooth shaded means vertex normals. Flat shaded means face normals
I hope this makes my situation more clear. I will put up some pictures if I need to.
Xander - Bolt Software
"Make your words soft and tender, you may have to eat them tomorrow" -Anonymous