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3 Dimensional Chat / Perfectly loading still/animated/textured X files in DBPro

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Redmotion
22
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 3rd Oct 2003 12:43 Edited at: 3rd Oct 2003 15:13
How do you get perfectly mapped and animated objects into DBPro?
I have tried many different routes - none work 100%. Still objects
I can get but NOT animated ones...

It is clearly possible, because Darkmatter and the alien for the
alien comp work perfectly. What were they done in, what package?
which exporter? And what were the settings to get them into a working X format for DBPro?

Please help!!

PROJECTS:
Cyberbowl (70.00001% done)
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 3rd Oct 2003 17:12
I'm not sure of the exact format, but CFX animated models work directly, you just gotta get the settings right and your jammin.

Limb animated .3DS models can be converted to .X with 3DConv (supplied with DB) and work perfectly - I don't suggest using any other converter (3D Exploration makes a right mess).

HTH


Van-B

My cats breath smells of cat food.
JAT
22
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Joined: 7th Nov 2002
Location:
Posted: 3rd Oct 2003 21:32
For MilkShape, use the skinned mesh format in the DirectX JT exporter. Leave the other options at their defaults, at least at first.

What modeler and export options have you been using?

You might give mine a try: http://www.jtgame.com/jtedit

John Thompson
http://www.jtgame.com/jtedit
Redmotion
22
Years of Service
User Offline
Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 6th Oct 2003 17:06
ok exporting as a 3DS and using the old Dark basic 3dsconv.exe file
to convert it to a .X file works perfectly. (Finally I found a reason to install DB again!) Why on earth isn't this convertor supplied with DBPro aswell?!!! (Or available as a free download on the Gamecreator website?)

PROJECTS:
Cyberbowl (70.00001% done)

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