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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Fri Oct 14, 2005 1:23 pm Post subject: concerning directx import/export function |
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hallo,
I am having trouble with the .x-format:
I can import an .x-file using the import plugin, it is a wall (i.e. a simple cuboid). when I export it as .x and reimport it as .x again, the object has changed!! It's something like an extruded triangle. apart from that it's bigger than the original object.
can anyone help?? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Oct 14, 2005 3:28 pm Post subject: |
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Hi n_user, welcome to these forums!
I am currently working on some issues with the .X importer, they might very well be related to what you are experiencing. If you take a look at the exported file through the Direct X mesh viewer (or some other .X viewer), the object probably looks ok, right?
A new version of the .X importer will be released soon. I am aiming for this weekend, or perhaps the start of next week. We're sorry this issue has been causing you guys problems! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Oct 14, 2005 9:22 pm Post subject: |
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Update: a new version of the importer is available (see this post). Please see if this fixes your problem!
Thanks! |
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Sat Oct 15, 2005 1:01 am Post subject: |
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hallo Paul-Jan, thank you for your effort. I am new to deled (as well as 3d programming in general), I'm not sure what you mean with '.x viewer'.
I#m afraid I guess the problem is not related to the import plugin: I would like to change an existing wireframe-landscape. when I import the .x-files, the objects look the way I expect them to look. this is the reason why i believe the import-plugin runs properly. when I export the wireframes into .x-files and reimport them again with the plugin, they are 'distorted'(the way I've already described it), which lets me believe that there's something wrong with the EXPORTER...
The problem also occurs with the new import-plugin you#ve mentioned in your reply. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Oct 15, 2005 6:20 am Post subject: |
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Ah, ok, I misunderstood the problem, thanks for correcting me!
So of I understand you right, the existing wireframe-landscape already is in .X format? Could it be your model is a bit small? As DeleD rounds vertices to the nearest integer value, some rounding errors could occur. Does it save/load ok if you just save it to DMF?
Perhaps you can send me (paul at delgine dot come) one of the offending files, so I can take a look at it and see if I can find out what went wrong. Thanks
(With "a .X viewer", I mean "any program capable of loading and displaying .X files". DeleD is one. The microsoft directx mesh viewer application is one. And then there is Gile[s], Wings3D, milkshape, etc.) |
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Sat Oct 15, 2005 12:51 pm Post subject: |
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aha, yes I think that'll be the problem. compared with some example-files I opened, the objects in my project are really tiny. same problem with the .dmf-format. I'll send you one of the objects. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Oct 15, 2005 3:32 pm Post subject: |
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I have found that some objects made in other programs and saved as .X import quite small. To "enlargen" it, just tell it how large in the importer. (I usually use 10X but your results may vary.) _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Sat Oct 15, 2005 5:04 pm Post subject: |
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alright. when i scale the object via importer, the problem does no longer exist. but anoter one arises: what I basically want to do is editing a maze in a blitz3d-project. I#d like to open a wall-for example- in deled, move it to another place in the maze, and export the stuff again so it runs in blitz3d.
when scaling the objects with the deled-importer, they obviously also change their 'real' properties. that is, exported back to my b3d-folder, the wall was on a false position and of false size (too big of course) in the blitz-world.
is there any possibility to scale objects during importing in deled, but leave their 'real' properties untouched?? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Oct 15, 2005 9:01 pm Post subject: |
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Wouldn't using the scale option of the exporter fix that problem? As in: on import you scale up by say 100 times, and on export you scale with a factor 0.01. That's how I usually do it
Sidenote; DeleD does not work with world v.s. local coordinates, everything in DeleD happens in world space. Something you might want to keep in mind when you import/export small subparts of your map. |
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Sun Oct 16, 2005 12:56 pm Post subject: |
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I cannot find such options. the .x-exporter opens a simple window where to choose export location and additional 4 options:
-UV coordinates
-Msaterials
-...
where's the scaling option? |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Oct 16, 2005 1:04 pm Post subject: |
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The .x exporter doesn't have a scaling factor itself (yet). Instead, you could do something like:
- save your scene
- merge the scene to one object
- scale that object to whatever size needed
- export that scene to .x using the current .x exporter
- reload your original scene if needed
Implementing a scale option in the exporter is a good idea though, putting it on our TODO list! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Oct 17, 2005 7:39 am Post subject: |
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*woops* Sorry, my bad. Definitely on top of the todo-list, that one |
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Mon Oct 17, 2005 8:47 am Post subject: |
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ok, thanks for your suggestion. merging all objects before scaling them will prevent single objects from 'slipping away' to a false position. unfortunately, this will move and resize the whole scene, which is not a good idea, as there is an animation in my B3D-project that depends on absolut positions (i.e. moving through the maze).
I guess I'll have to try and change all the B3D-coordinates according to the new scaling - or wait for the next .x-exporter release of deled;-)
btw: thanks for your efforts - this is the most helpful forum for a freeware product I#ve seen in a long time. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Oct 17, 2005 9:40 am Post subject: |
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Since you are using B3D, is exporting to B3D an option? I know for a fact the exporter does have a scaling option
(There is no translation involved, so scaling up on import, then scaling the opposite amount down on export, should not change any absolute coordinates, right? My apologies if I'm being daft here, it is Monday...)
Glad you like our forums, even if we haven't been able to help you much so far |
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n_user Member
Joined: 14 Oct 2005 Posts: 8
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Posted: Mon Oct 17, 2005 11:35 am Post subject: |
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yes, there's a scaling option in the b3d-exporter. I played around with it, but Blitz3d cannot import .b3d(!). I know that it's very strange, don't know how to handle that. 'entity does not exist'-error, although path and filename written correctly. pffff. I know that it is supposed to work, but it doesn't right know. Perhaps I can get the milkshape-files from the original programmers.
in theory, scaling+rescaling should not change coordinates of an object, but at least the .x-importer did move my wall. |
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