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3 Dimensional Chat / UV tiling with DX9 programming

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Tank Monkey
21
Years of Service
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Joined: 14th Mar 2004
Location:
Posted: 14th Mar 2004 08:58 Edited at: 14th Mar 2004 09:03
Me and a friend are trying to make a simple 3D game. I have completed my model and have exported it to .x, when he loads it into the game engine all the UV tiling for the textures are reset back to 1 x 1, even though I set it in 3d studio as 4 x 4.

Is this a programming issue? modeling issue? or exporter issue?

I am using Panda .x exporter plugin for 3DS MAX

the game engine is a custom DX9/D3D platform, Only basic model viewing is available for now.

Here are some pics/screenshots of what is happening (first image is the rendered .jpg from 3DS and second is a screenshot of the model in the engine):


zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 14th Mar 2004 18:54 Edited at: 14th Mar 2004 18:55
I'd put my money on it being an export problem. The most likely time that the UV coordinates will be messed up is when they are being written/converted.
--
TAZ

As a test, use the Alienware demo character which as 3DS and X versions availavle. [If you do not have it still, go back to about August in the newsletters and you will find the link there.]

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