x file import?

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x file import? // Game Development

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Post by ET3D // Aug 10, 2008, 5:58am

ET3D
Total Posts: 3
Save in tS7.6 shows the DirectX format option, but I can't see it in Load. Can tS load x files, and if so, how?

Post by RichLevy // Aug 10, 2008, 6:39am

RichLevy
Total Posts: 1140
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Go to the Model side (TrueSpace 6 side)

Select from the File Menu (Top Right Corner)

Load

Object

Select Direct X from the drop down tab


HTH


Rich

Post by ET3D // Aug 10, 2008, 10:43am

ET3D
Total Posts: 3
Thanks for the quick reply. I found the option, but when I tried to load the object I got a message "Error" (with no further explanation).

Post by RichLevy // Aug 10, 2008, 10:47am

RichLevy
Total Posts: 1140
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What program did the X file come from? It's very hard to know what is going on from what little information I have to go by here. Is the an animation file, a mesh, mesh with textures? At least than maybe someone more versed than myself could help.


HTH


Rich

Post by ET3D // Aug 10, 2008, 10:16pm

ET3D
Total Posts: 3
It was a simple binary mesh that was exported from 3ds max.

Post by Tiles // Aug 10, 2008, 10:42pm

Tiles
Total Posts: 1037
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I doubt that you have forgotten to put the texture in the same folder. It's just that i have asked ... :)

There are this much X derivates around that aren't compatible to each other. Even trueSpace has three different X versions from TS 6.6, TS 7 Modeler, and TS 7.6 Workspace. You will nearly always have trouble. And even when you manage to get the X mesh into trueSpace you may have other trouble. Modeler can load X, but is not meant to handle this X then. So my advice is to try another format. OBJ for example :)

Post by TomG // Aug 11, 2008, 5:05am

TomG
Total Posts: 3397
I often call X format "the least standard standard there is". It has many variations (which a standard shouldn't have) and almost every application exports / imports with its own interpretation and variation.


This makes it a very hard format to use. I would recommend using OBJ at present as the most standard format to move between one app and another (though it doesn't handle animation).


Given the number of things that can vary, you can try adjusting the settings for the format and see if you have more luck - there should be settings on export, and then settings on import. So there are a lot of variations that can result when you start changing settings in both exporting and importing app, making it very hard to get a succesful export then import :( As noted this is an issue with X format itself, which leaves too much open to interpretation and change so that each app implemented it differently.


As a note, newer formats like FBX and COLLADA seem to be avoiding this and are working more effectively as standards (tS does not currently load those formats, but it does write out COLLADA).


HTH!

Tom

Post by noko // Aug 13, 2008, 6:19am

noko
Total Posts: 684
Maybe we can compile a list of where and where not .X format works for tS. Let the list grow as more people get experience with different programs. WS .X must have been design for at least a few programs, now what they are would be nice to know.

Post by TomG // Aug 13, 2008, 6:22am

TomG
Total Posts: 3397
Workspace X was designed I think to "the standards" rather than to specific apps. Thing is those standards are implemented differently in the different apps, so being designed to "the standards" will not guarantee it works well with other applications at all.


So it will be trial and error to see what works and what doesn't - especially as you'll need to try all the different combinations of import and export settings, which vary greatly between apps.


HTH!

Tom

Post by Tiles // Aug 13, 2008, 7:08am

Tiles
Total Posts: 1037
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Maybe we can compile a list of where and where not .X format works for tS. Let the list grow as more people get experience with different programs. WS .X must have been design for at least a few programs, now what they are would be nice to know.


Current list is very easy unfortunately. There is no software where the 7.6 X works correct. :mad:

Post by TomG // Aug 13, 2008, 7:20am

TomG
Total Posts: 3397
VE and XNA currently work fine with static models. XNA has only been tested with an import pipeline designed for FBX, so its not clear if the problem is in inappropriate code in XNA or elsewhere - it still remains possible that the X format will import correctly into XNA, will need to see :)


X is just not very friendly for exporting between apps though :(


HTH!

Tom

Post by Heidi // Aug 13, 2008, 7:25am

Heidi
Total Posts: 335
I don't have that many apps to try it with, but it imported into Carrara for me without any problems. And it definitely works in Virtual Earth. :D

Post by RichLevy // Aug 13, 2008, 8:59am

RichLevy
Total Posts: 1140
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Programs I tried


UU3D

Modo

Silo 2.06


UU3D Good mesh

Modo 3.02 no dx support

Silo v2.06 no dx support


All of these programs support FBX and Collada though :)


Rich

Post by Tiles // Aug 13, 2008, 11:00pm

Tiles
Total Posts: 1037
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All of these programs support FBX and Collada though

Have you tried to use Collada? Collada fails at the FBX converter from Autodesk. It also fails at Blender, which is Blender's fault i was told. And my two game engines i use, 3D Gamestudio and Gamecore fails at the trueSpace X and doesn't support Collada. They support FBX, but FBX is not available in trueSpace yet.

Post by RichLevy // Aug 13, 2008, 11:34pm

RichLevy
Total Posts: 1140
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Have you tried to use Collada? Collada fails at the FBX converter from Autodesk. It also fails at Blender, which is Blender's fault i was told. And my two game engines i use, 3D Gamestudio and Gamecore fails at the trueSpace X and doesn't support Collada. They support FBX, but FBX is not available in trueSpace yet.

Yes I have tried and succeeded in using Collada... I do not use the Autodesk converter. I use Collada in several other programs with no problems... If Collada as implemented from Caligari is a problem, than we can ask Caligari to fix it, if it is from the people you are trying to import it too, than you have to ask them to fix it. Collada is a very useful, and important animation format. I do not attack your choice of import/export formats, that is your descision, I am trying to get Caligari to support 2 formats for animation... you are requesting 1 :)

Always fun exchanging dialogue with you Tiles...:rolleyes:

Rich

Post by Tiles // Aug 14, 2008, 1:44am

Tiles
Total Posts: 1037
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Yes I have tried and succeeded in using Collada... I do not use the Autodesk converter. I use Collada in several other programs with no problems


Lucky you :)


As told, the ones i use doesn't support Collada. And the X fails, unfortunately.



I do not attack your choice of import/export formats, that is your descision,


Not really. I open TS export formats, then the import dialogue of my software of choice and start to cry :rolleyes:


I am trying to get Caligari to support 2 formats for animation... you are requesting 1


Nothing to say against a working X, FBX and Collada. That's three ;)
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