Hi, I'm going to need feedback from the dev team here. I tried to import the example .x files into Softimage with no joy. I worked before with DirectX mesh files so I know the importer/exporter works fine. Is there something like different DirectX file versions which may not be compatible with every modelling software?
I'm starting to look for a workaround, maybe a third party file converter, but it would be great to get the meshes out right from modelling software. Thanks in advance.
DirectX .x file format and Softimage.
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Vice
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DirectX .x file format and Softimage.
I'm not familiar with Softimage, but there are a few different 'flavors' of the DirectX model format (compressed and plain text for example). The meshes for the game are provided in plain text format and are generally compatible with most modelling programs that can read the format. The developers of that program might be able to provide a work-around/solution. When you go to save the model for importing into the game, normals will need to be applied.
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Corto
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DirectX .x file format and Softimage.
Thanks for the heads up. I fiddled around late at night yesterday so I didn't try a lot of things. I'm going to keep experimenting until I come with a solution.
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Maarschalk
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DirectX .x file format and Softimage.
Hi Corto, welcome to the game and forum. Hope to see you out there some time!...

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Viper
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DirectX .x file format and Softimage.
This could explain why I wasn't able to get my ship model in game last night. There were a ton of settings for the DirectX exporter in 3dsMax, and I probably chose the wrong ones.
Vice if you happen to use 3dsMax, could you tell me which boxes to tick, which not and which settings to use while exporting a model from 3dsMax into DirectX?
Also, if you have time to answer, I was wondering how EM deals with hardpoints for engine exhaust effects, ship mount, camera pivot etc.
And thanks for bringing this up Corto.
Vice if you happen to use 3dsMax, could you tell me which boxes to tick, which not and which settings to use while exporting a model from 3dsMax into DirectX?
Also, if you have time to answer, I was wondering how EM deals with hardpoints for engine exhaust effects, ship mount, camera pivot etc.
And thanks for bringing this up Corto.

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Corto
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DirectX .x file format and Softimage.
I've been tampering a little more, and I found out that Softimage .x exporter can export binary as well as text versions of the file, so I guess I'm going to be able to export meshes just fine but unable to import them (which I don't really care). I guess I could do a quick test tonight, just exporting a cube mesh with a really skimple texture, just to see if it shows in game, and start building a "How To" document from there.
As far as I can guess, some people around here already was able to put new ships in-game. I think it's a good idea to make a modeling sticky for all things about creating new spaceships.
As far as I can guess, some people around here already was able to put new ships in-game. I think it's a good idea to make a modeling sticky for all things about creating new spaceships.
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Vice
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DirectX .x file format and Softimage.
Not sure with 3DSM, but the format that is generally needed is plain text with normals applied. If an exporter can't include the normals the way the game needs them, just loading and saving the model in a program like Lithunwrap applies them.
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Corto
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DirectX .x file format and Softimage.
Thanks that's very useful Vice, we don't want "inverted" ships =P. I was looking at Warbird's thread and it seems like he managed to put a lot of models ingame, even new cockpits.

