Bad .X file. I loaded it into Indotek's Materialize 3D and got this error:
Quote: "MeshMaterialList:nFaceIndexes does not equal Mesh:nFaces
Faces with unassigned materials will be assigned to material zero if possible."
I applied some basic texture coordinates to the model.
--
TAZ
xof 0302txt 0064
template Header {
<3D82AB43-62DA-11cf-AB39-0020AF71E433>
WORD major;
WORD minor;
DWORD flags;
}
template Vector {
<3D82AB5E-62DA-11cf-AB39-0020AF71E433>
FLOAT x;
FLOAT y;
FLOAT z;
}
template Coords2d {
<F6F23F44-7686-11cf-8F52-0040333594A3>
FLOAT u;
FLOAT v;
}
template Matrix4x4 {
<F6F23F45-7686-11cf-8F52-0040333594A3>
array FLOAT matrix[16];
}
template ColorRGBA {
<35FF44E0-6C7C-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}
template ColorRGB {
<D3E16E81-7835-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
}
template IndexedColor {
<1630B820-7842-11cf-8F52-0040333594A3>
DWORD index;
ColorRGBA indexColor;
}
template Boolean {
<4885AE61-78E8-11cf-8F52-0040333594A3>
WORD truefalse;
}
template Boolean2d {
<4885AE63-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template MaterialWrap {
<4885AE60-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template TextureFilename {
<A42790E1-7810-11cf-8F52-0040333594A3>
STRING filename;
}
template Material {
<3D82AB4D-62DA-11cf-AB39-0020AF71E433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}
template MeshFace {
<3D82AB5F-62DA-11cf-AB39-0020AF71E433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}
template MeshFaceWraps {
<4885AE62-78E8-11cf-8F52-0040333594A3>
DWORD nFaceWrapValues;
Boolean2d faceWrapValues;
}
template MeshTextureCoords {
<F6F23F40-7686-11cf-8F52-0040333594A3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
template MeshMaterialList {
<F6F23F42-7686-11cf-8F52-0040333594A3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material]
}
template MeshNormals {
<F6F23F43-7686-11cf-8F52-0040333594A3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}
template MeshVertexColors {
<1630B821-7842-11cf-8F52-0040333594A3>
DWORD nVertexColors;
array IndexedColor vertexColors[nVertexColors];
}
template Mesh {
<3D82AB44-62DA-11cf-AB39-0020AF71E433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}
template FrameTransformMatrix {
<F6F23F41-7686-11cf-8F52-0040333594A3>
Matrix4x4 frameMatrix;
}
template Frame {
<3D82AB46-62DA-11cf-AB39-0020AF71E433>
[...]
}
Header {
1;
0;
1;
}
Material A {
0.588235;0.588235;0.588235;1.000000;;
10.000000;
0.898039;0.898039;0.898039;;
0.000000;0.000000;0.000000;;
TextureFilename {
"enemy.bmp";
}
}
Mesh model {
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MeshNormals {
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0.978988;0.854614;,
0.978988;0.854614;,
1.000000;0.817626;,
0.978988;0.854614;,
0.592861;1.000000;,
0.592861;1.000000;,
0.978988;0.854614;,
0.592861;1.000000;,
0.404953;1.000000;,
0.404953;1.000000;,
0.592861;1.000000;,
0.404953;1.000000;,
0.027735;0.854614;,
0.027735;0.854614;,
0.404953;1.000000;,
0.027735;0.854614;,
0.000000;0.817626;,
0.000000;0.817626;,
0.027735;0.854614;,
0.000000;0.817626;,
0.000000;0.613567;,
0.000000;0.613567;,
0.000000;0.817626;,
0.000000;0.409507;,
0.000000;0.409507;,
0.000000;0.409507;,
0.045552;0.205447;,
0.045552;0.205447;,
0.000000;0.409507;,
0.045552;0.205447;,
0.261588;0.001387;,
0.261588;0.001387;,
0.045552;0.205447;;
}
}
You might want to try using Milkshape 3D as a translation program. Import the file as Autodesk 3DS and export as .X possibly with some tweaks using the materials tab and texture coordinate editor in MS3D.
I'm sure there are other tools, I just mention MS3D since it is a nice program for game models.