Importing Microsoft .x files issue

Posted By: DavidF

Importing Microsoft .x files issue - 02/18/11 02:41

I'm having problems importing Microsoft .X files into MED. I tried with A7 MED (version 6.907) and the new A8, but no luck. The 3D models are disfigured. I have the A7 Commercial version.

When the model is viewed with the DirectX Viewer application from Microsoft, the model appears normally.

Any suggestions or ideas? Thanks.
Posted By: Paul_L_Ming

Re: Importing Microsoft .x files issue - 02/18/11 15:42

Hiya.

Could you provide a test model for us to try? Or, if it's commercially bought, which and where (one of us may have it)?

First guess...the version of .x is to blame. So you could save a .x model for DX9, and when you went to open it in a DX7 app it would be screwed up. I believe A7 uses DX8...so a model other than a DX8 model in .x format may have issues. Does the DirectX Viewer app let you resave models into different DX versions? If so, try doing that for DX6 through DX9 (or maybe even DX10) and test each one.
Posted By: 3run

Re: Importing Microsoft .x files issue - 02/19/11 07:03

I believe he tried to convert weapon (or other) models from FPS creators pack.
I'm having same problem with converting .x models into .mdl via MED (even tried with fragMOTION) but no luck.
And the strangest thing is, that you will can convert some of the models, but most of them mixed up...
Posted By: rojart

Re: Importing Microsoft .x files issue - 02/19/11 09:27

Why convert it, try to load directly by eg: you = ent_create("tiger.x",0,0); (tiger.x from sample folder)
Posted By: 3run

Re: Importing Microsoft .x files issue - 02/19/11 11:06

Does GS support .x models? grin
BTW, even so, animations are named by one name "frame".
Posted By: DavidF

Re: Importing Microsoft .x files issue - 02/25/11 08:23

@3run, "I believe he tried to convert weapon (or other) models from FPS creators pack."

Yes. From DarkGDK/DarkMatter 1. The Fighter jet, soldier, and tank. The fighter jet imports almost correctly; only the landing gears have problems. But the tank imports with the turret beneath the main body, and the soldier imports with the head and arms inside the chest.

@rojart, "Why convert it, try to load directly by eg: you = ent_create("tiger.x",0,0);"

Well I was trying to view the models in the MED before attempting to load them as I wanted to see whether or not they would load correctly.

@Paul_L_Ming

I will try to import them in another DirectX viewer and export them. I believe the DirectX viewer I was using was from the DirectX SDK from August 2007.
Posted By: 3run

Re: Importing Microsoft .x files issue - 02/25/11 08:30

I have the same problem (but only with weapons), characters are imported normally for me. I only had some problems with model's origin.
Did u try to load .x file directly in to the engine (I'm not sure will it work, never tried).
Please, if u'll find the way to figer this out, post it laugh
Posted By: DavidF

Re: Importing Microsoft .x files issue - 02/25/11 10:32

Well, some progress.

In the Microsoft DirectX SDK there is a MeshConverter.exe located in C:\Program Files\Microsoft DirectX SDK (June 2010)\Utilities\Bin\x86\

I copied the MeshConverter.exe to a folder with the .x files. Then I ran this command: meshconvert /x H-Iraq-Idle.x /o Iraq-Idle-Bin.x

(The /x switch is to make a binary .x file while the /xt switch is to make a text .x file. MED read both the binary and text versions fine.)

The MED was able to read the .X (binary) file and I exported to a MDL type. WED read the MDL file but GED crashed when trying to load it for some reason.

I also tried the command: meshconvert /x /a H-Iraq-Idle.x /o Iraq-Idle-Bin-Anim.x

The /a switch is supposed to export the animation, but MED didn't seem to import the animation frames.
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