DirectX import/export issues for me

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DirectX import/export issues for me // New Users

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Post by lasp // Sep 30, 2006, 8:48am

lasp
Total Posts: 2
I tried to start this thread on the Visitors area, but for some reason it didn’t show up. Just repeating it here now….


I’m a trueSpace 5.2 beginning user, so please be easy on me.


When trying to import/export DirectX files, most of times it doesn’t seem to work.

I’m playing with the August 2006 DirectX SDK sample files:


\Microsoft DirectX SDK (August 2006)\Samples\Media\


Airplane\airplane 2.x (doesn’t load)

ChairScene\chair.x (doesn’t load)

Crypt\vinestart.x (OK)

Dwarf\dwarf.x (error)

Dwarf\DwarfWithEffectInstance.x (doesn’t load)

Tiny\tiny.x (doesn’t load)

misc\bigship1.x (OK)

misc\heli.x ((doesn’t load)

misc\teapot.x (OK)




Also, how to export to a DirectX file using separate meshes? I have that “Store object as a single mesh” checkbox unchecked.


For example, if I create 2 simple objects on the grid (say a cube and a cone) and want those to be separate meshes (or meshes on a hierarchy) on a DirectX file, what should I do?


My goal is handle the cone mesh and the cube mesh as different entities in a program.


I’m making a union of those 2 objects, saving as .x file and when trying to load it up using the MS file viewer I get:


Loading model - D:\Samples\CubeCone.x

Failed to load model - File:D:\Samples\CubeCone.x


I also tried to glue the objects as Sibling and didn’t work out.


Checking that “Store object as a single mesh” checkbox it loads up.


I’m pretty convinced I’m missing basic concepts here…


Could you guys, shed some light on those issues? I’d like to start doing basic things with trueSpace.


Thank you.


Lasp

Post by frootee // Sep 30, 2006, 12:39pm

frootee
Total Posts: 2667
pic
Hi Lasp. Welcome to the Forums!
I have had little luck in using truespace with directx to tell you the truth.
I am not sure how well gamespace works.
Milkshape, a shareware program, does a much better job of working with directx files. I have used Milkshape to create characters, complete with bones, and exporting to directx, then loading into the irrlicht mesh viewer, as well as the directx mesh viewer.
Blender is freeware; there is a very good directx exporter from Ben Omari for Blender. He has specific instructions for usage with irrlicht, which may apply to your specific needs as well. Irrlicht is a game engine.
There are issues/problems with bones and directx animation export in truespace as well.

Bottom line is, IMHO, for directx, truespace does not fit the bill. But if someone else here on the forums has had better luck, please help me stand corrected! :)

For animation, check out motionstudio, which is now free. But get it while you can, before the website shuts down. Scott has been a long time devleloper of truespace plugins:

http://primitiveitch.com/

HTH!

Frootee

Post by RichLevy // Oct 1, 2006, 2:49pm

RichLevy
Total Posts: 1140
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Direct X animations work with some exceptions. I suspect that your problem is that TS5.2 probably only works with DX7 though, the SDK and files that you got from MS's site were the DX9.0c version (or later). DX7 does not support bones, I am not sure what your work around could be, there is a BVH plugin floating around for TS, programs like Milkshape, or Ultimate Unwrap 3D would help in putting the animations in a format that TS 5.2 might like better... the Motion Studio suggestion is a very good one, also looking into premade animations might be something you might be able to do also, Mr Bones has some nice library's that might work for you also (Truebones).





Best of luck to you, feel free to ask any other questions.


Rich

Post by lasp // Oct 2, 2006, 6:47pm

lasp
Total Posts: 2
Thank you guys for your replies…


What I’m doing to circumvent somehow that problem is to save the objects using the 3DS format and then converting them to the .x format with the old conv3ds.exe utility.


That’s the best I could achieve for now.


All the best.
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