X file format not exporting correctly

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

X file format not exporting correctly // Visitor Area

1  |  

Post by Unregistered // Aug 2, 2008, 8:54am

Unregistered
Total Posts: 0
I have downloaded and installed Microsoft DirectX SDK (June 2008) on Vista Ultimate (32-bit). When I export any objects from the TrueSpace Library to "X File", I cannot view it in the "DirectX Viewer", or use it in XNA Game Studio 2.0. Can any please explain on how to properly export a "X File"?

Post by Unregistered // Aug 2, 2008, 10:20am

Unregistered
Total Posts: 0
After tinkering around I have figured out how to successfully export to a .x file in TrueSpace 7.6. Here is what I did.


1. Open a new scene.

2. Load a pre-made model in the "Objects library", by right-clicking the model you want to load and select "Load Item".

3. After loading the model, switch from "Workspace" to "Model" mode, by left clicking the "Model" tab towards the upper left corner of the screen.

4. Once you are in "Model" mode, select the model by left-clicking on it.

5. Then left-click on "File > Save", and select "X File Export files (*.x)" from the "Save as type" drop-down menu, and left-click on "Save" button.

6. In the "X file exporter" window, change the "File format" to "Text", and change "Texture maps file type" and "Normal maps file type" to "tga", and left-click on "Export".


That is what I did to successfully export a model to the .x format.

Post by pepsi_cola // Aug 2, 2008, 2:28pm

pepsi_cola
Total Posts: 1
After tinkering around with TrueSpace 7.6, I have finally managed to successfully export a model to the .x format and use it in XNA Game Studio 2.0. Here is what I did:


1. Start with a new scene by left-clicking on File > New scene.

2. You can either create your own model or use a premade model from the Library. For the rest of this example I will use a premade object base model. To load a object base model, simply right-click on a model and left-click on Load item.

3. If you are in Worspace view, switch over to Model view by left-clicking on the Model tab toward the upper left corner of the screen.

4. In model view, left-click your model to select it.

5. Left-click on File > Save.

6. In the Save window, under File name type in a name you want to save your model as.

7. In the Save window, under Save as type, select X File Export files (*.x). Left-click on Save.


You have now successfully exported your model to the .x file format.

Post by Jack Edwards // Aug 2, 2008, 3:08pm

Jack Edwards
Total Posts: 4062
pic
Workspace side has a newly implemented X exporter which should be better than Model side's. Please post if you encounter a situation where the new exporter fails.

You can use the Workspace side X file export from the File menu, File->Save then select X File Export in the file type drop down. Or you can save to the Libraries by right clicking in a library and choosing Insert As->X File Export.

Post by TomG // Aug 4, 2008, 4:06am

TomG
Total Posts: 3397
I've been exporting from the workspace and loading into XNA with no problems. Tests so far have been on basic geometry, with textures, but without animations and bones.


Will be doing a write up of all findings once I've done more tests. Note that the world origin sets the object origin on export, so be sure to position and rotate your model accordingly to determine how it will load in XNA.


Please let me know any specific errors or problems you get when loading a workspace export into XNA. Note that the workspace export is newer and better - it should handle bones, etc, and be more robust, than the Model side export.


HTH!

Tom

Post by Unregistered // Oct 18, 2008, 2:38am

Unregistered
Total Posts: 0
Hi,


I have exported my models using the "Save as" method. Then in XNA I had the problem that the origin is not inside my model. Is there a way to set it inside the object? I didn't check the part of this thread


"Note that the world origin sets the object origin on export, so be sure to position and rotate your model accordingly to determine how it will load in XNA."


How can I do that?

Post by TomG // Oct 20, 2008, 1:27am

TomG
Total Posts: 3397
This means that you manipulate the object in tS relative to the world origin in tS, to control how it shows up in XNA. Position your object relative to tS's world origin, treating the world origin as where you want the center point to be when you export to X format and load it into XNA. Similarly with rotation, you'll need to rotate your object in tS to adjust how it shows up in XNA.


This is in place of manipulating a center point itself, you manipulate the object in terms of position and rotation relative to the world axis.


HTH!

Tom

Post by straniger // Oct 20, 2008, 5:35am

straniger
Total Posts: 1
I have solved the problem. Thanks @ TomG
In the objects model view a matrix with floating point values is displayed that can be manipulated. The values stand for position, rotation, size ... . Don't know why I overlooked that.

btw: The unregisterd entry before was from me. Last week I had a problem with my account. I thought that the registration for the download of ts is also a registration for the forum. well, problem's saved now.

Post by TomG // Oct 20, 2008, 5:39am

TomG
Total Posts: 3397
Good to see you all registered, sorry you had trouble with the account last week. Also good to know you have it working for the export! Yes, the object info dialogues are very handy for entering precise information. Let us know if you have any games to see or share, would be fun to see what you are working on!


I also see that the Community Games section is due to go live in the next dashboard update, letting people sell their XNA-made games through XBox Live - might we see your game on there? I wonder if anyone else is planning on releasing their game through that?


Thanks!

Tom
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn