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Aug 21st, 2002, 08:37 PM
#1
Thread Starter
Lively Member
DirectX 4 VB - .x files - HELP (Z r u there to save me again)
Hi any1 reading this
I loaded a .x file into my DirectX8 app using the
D3DX.LoadMeshFromX
function. It worked! The .x file was provided on a tutorial from DirectX4 VB (www.directx4vb.com).
(DirectX8 > DirectGraphics > Tutorial 8)
In this tutorial it says the .x file was made as a .3ds file in 3D studio max 2 and was converted using an SDK tool.
I used ths SDK tool to convert the file again (the .3ds original fle was provided) and everything worked fine.
I then acquired 3D Studio Max 4.2. I went to save a file I made but had no option of saving it as a .3ds file so that i could convert it using the aformentioned (<<< big word) tool (namely conv3ds.exe).
Does any1 have more knowledge on converting 3d studio max files and then loading them into DIrectX. I really need to get this working for my college project or else it will be crud so any help will be greatly appreciated. Even links to tutorials on this matter would help loads.
Thanks in advance (especially to Z)
Dan
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Aug 21st, 2002, 09:01 PM
#2
Frenzied Member
Instead of going to "Save..." in 3dsmax, try "Export...". I dont know if that will work, but it should. If all else fails, try downloading Milkshape3D (http://www.swissquake.ch/chumbalum-soft/), which will allow you to save in .3ds format.
Z.
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Aug 21st, 2002, 09:06 PM
#3
Thread Starter
Lively Member
Z
Thanks v much as always u r the man. At the moment I am working on point sprites but as soon as they r done (getting there) im gonna check out what u said.
Cheers loads 
Dan
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Aug 21st, 2002, 09:27 PM
#4
Frenzied Member
Just as a warning, Point Sprites can be VERY slow if your card doesnt support them, and they dont give a whole lot of flexibility. Instead, most people will use Billboarded Quads (Two triangles, aligned so that they always face the screen). When you start geting into more depth, Point Sprites may not fit the bill, so i thought that I would let you know of the alternative =).
Z.
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Aug 22nd, 2002, 08:56 AM
#5
Thread Starter
Lively Member
Z
Cheers Z for the tip. I had noticed wiv point sprites that u have to worry a lot about the rendering order, I can see that becoming complex v easily. I think billboarding is a lesson just coming up so I will look forward to learning that soon .
Dan
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Aug 22nd, 2002, 11:02 AM
#6
Thread Starter
Lively Member
Z
Cheers Z for the tip. I had noticed wiv point sprites that u have to worry a lot about the rendering order, I can see that becoming complex v easily. I think billboarding is a lesson just coming up so I will look forward to learning that soon .
Dan
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Aug 22nd, 2002, 11:13 AM
#7
Frenzied Member
If you turn off writing to the Z Buffer when you draw your point sprites, they should come out looking correct. The same goes for Billboarded sprites. Simply:
Code:
D3DDevice.SetRenderState D3DRS_ZWRITEENABLE, 0
'Draw Sprites
D3DDevice.SetRenderState D3DRS_ZWRITEENABLE, 1
Z.
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Aug 22nd, 2002, 11:16 AM
#8
Thread Starter
Lively Member
Z
lol man u know ur stuff it worked spot on
Dan
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