Bad Data Format

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Bad Data Format // Archive: Tech Forum

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Post by Map // Jan 16, 2008, 4:33pm

Map
Total Posts: 6
Hello TrueSpace Wizards, Gurus, and other experts...


I am having a problem with tS 6.6 When I save my objects as a

directx .x file, when I try to reload them I get a Bad Data Format

Error message. I can't find any info in the manual. I am saving

them in ASCII text format, and they look different than they

did before. The Caligary product header is not there, and there

are no texture paths or names. Only a Mesh_Noname_16 thing

and many a number.

Also, when I open the texture tool and go to apply the

caligary texture map, sometimes it appears as a black circle.

I have to save the scene, exit tS, and restart tS in order to

get the texture map image back. Any help on these matters

would be greatly appreciated.


Thanks...


Mark

Post by jamesmc // Jan 16, 2008, 6:16pm

jamesmc
Total Posts: 2566
I never any luck with direct X object import.


I understand that GameSpace allows for a few more formats than tS.


There used to be a gameSpace light, I don't recall what formats it imports and if it is still available.


I know that Tom of Caligari said that tS7.xx doesn't import direct X.

Post by Norm // Jan 17, 2008, 6:16am

Norm
Total Posts: 862
pic
gameSpace forums: http://forums.caligari.com/gamespace/index.php
Should be some helpful info there. My exposure to x format files involves export from ts and into the directX SDK's viewer object.

Post by Map // Jan 18, 2008, 12:36pm

Map
Total Posts: 6
Thanks for the info Guys...


I got the not loading part worked out. There were a couple unchecked options

in the .x file export options. I guess I unchecked them at some point, but I can't for the life of me figure out when or why. The Black circle that appears

when I load the texture map still has me stumped though. As for export options, I'm kinda stuck with .x files for the moment. The program that I'm

learning to model for (Rule The Rails) uses .x files. I've been very fortunate to

have the benifit of Custom Made tutorial that Capt. Paul posted on his forum as well as his answering questions about .x files and modeling in general. So I

guess I'll be sticking with .x files for a while.


Thanks again for the help....


Mark
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