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.X files
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Original Post
The X file can be pretty straight forward if you now how to use the command line switches (like -m makes everything one big mesh, or -x outputs in ascii format, etc.) but I prefer to just make my own exporter in 3DSMax just because I, like 90% of other programmers feel more comfortable having it exactly the way I want it, written 100% by me :-)
Zeus Interactive
Zeus Interactive
There is a class in the DirectX 7 SDK which can load X files of any type into indexed primitives.
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#pragma twice
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#pragma twice
I don''t know, but it seems probable that X files will be supported by the new version of D3DX, if not by D3D directly.
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#pragma twice
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#pragma twice
the best convertor i have found is Polytrans from Okino Computers.
its available at http://www.okino.com
but one thing is, its hell EXPENSIVE!!!
but works well! it does have a little problems on throwin around the objects that are linked here and there which have to be manually fixed in the X file.if u plan to buy it or pirate it
then u can contact me for help on fixing these minor problems
Later,
Raptor
its available at http://www.okino.com
but one thing is, its hell EXPENSIVE!!!
but works well! it does have a little problems on throwin around the objects that are linked here and there which have to be manually fixed in the X file.if u plan to buy it or pirate it
Later,
Raptor
How hard is it to write your own exporter for 3DSMax? I''m currently doing to .X file thing (and I''m almost done) but I''d like a litte move flexibility for multiple textures...etc. Also do you have a link to a good document on the procedure?
Thanks,
~S''Greth
Thanks,
~S''Greth
quote:
Original post by BigCarlito
The X file can be pretty straight forward if you now how to use the command line switches (like -m makes everything one big mesh, or -x outputs in ascii format, etc.) but I prefer to just make my own exporter in 3DSMax just because I, like 90% of other programmers feel more comfortable having it exactly the way I want it, written 100% by me :-)
Zeus Interactive
It''s incredibly easy to write your own MaxScript exporter, here is a good link that includes a sample exporter. Also, the MaxScript documentation is pretty helpful, although a little complex. If you lost it, that''s here. Learning MaxScript saves a TON of time developing your own tools and converters! Basically anything you can do in Max, you can do in MaxScript.
Zeus Interactive
Zeus Interactive
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