Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » General Mod Discussion » .X exporting error
.X exporting error [message #20346] Sun, 17 June 2007 18:02 Go to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
Hello, I know I've been ignored allot, I'm sorry for my blunder I truly am, but can someone help me with this.

I'm using 3ds Max 9 to separate Maze's gloves from the rest of him, easily done. I export it as an .X and try to import it into FE, but I got this.

http://img150.imageshack.us/img150/9229/error2kw9.jpg

Also, just to see if there was something wrong other then me, I exported maze's robes (done by Bluetooth I believe) from FE, import it into 3ds max, didn't do ANYTHING, exported it, imported it into FE and got this.

http://img443.imageshack.us/img443/6075/errorhw5.jpg

Also, I reimported the .X file that I exported and it didn't show anything.

Also heres what it looks like when I export something from FE:

xof 0303txt 0032
template Frame {
 <3d82ab46-62da-11cf-ab39-0020af71e433>
 [...]
}

template Matrix4x4 {
 <f6f23f45-7686-11cf-8f52-0040333594a3>
 array FLOAT matrix[16];
}

template FrameTransformMatrix {
 <f6f23f41-7686-11cf-8f52-0040333594a3>
 Matrix4x4 frameMatrix;
}

template Vector {
 <3d82ab5e-62da-11cf-ab39-0020af71e433>
 FLOAT x;
 FLOAT y;
 FLOAT z;
}

template MeshFace {
 <3d82ab5f-62da-11cf-ab39-0020af71e433>
 DWORD nFaceVertexIndices;
 array DWORD faceVertexIndices[nFaceVertexIndices];


ECT. More stuff like that, but when I export from 3ds Max:
xof 0303txt 0032
template SkinWeights {
 <6f0d123b-bad2-4167-a0d0-80224f25fabb>
 STRING transformNodeName;
 DWORD nWeights;
 array DWORD vertexIndices[nWeights];
 array FLOAT weights[nWeights];
 Matrix4x4 matrixOffset;
}

template XSkinMeshHeader {
 <3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
 WORD nMaxSkinWeightsPerVertex;
 WORD nMaxSkinWeightsPerFace;
 WORD nBones;
}


AnimTicksPerSecond {
 4800;
}


And thats all, nothing else...just that.

Heres whats odd, the second one's file size is BIGGER then the first one, witch pasted into a word document would take up 360 pages!

So, if someone would give me any idea what is going on, please.

Also, if your Xporter for 3ds max 9 works, send it to me and I'll see if its just mine.


New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: .X exporting error [message #20788 is a reply to message #20346] Mon, 25 June 2007 22:27 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Skin weighted meshes are tricky.

1)Don't use xporter to export. Use Panda. http://www.andytather.co.uk/Panda/directxmax.aspx

2)3ds Max .x export is broken. And FE has no error handling for it.

You have to use the skeleton from the original file. So Cut and Paste the Mesh frame of your max export into the original file (overwriting or deleting the original mesh frame).

Also. the skin weights are sometimes not imported correctly into 3ds max. So you may need to re-weight the mesh to the skeleton.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Previous Topic: Thunder helm and Nihilus mask
Next Topic: a thanks to some people
Goto Forum:
  


Current Time: Mon Apr 29 08:48:07 PDT 2024

Total time taken to generate the page: 0.01051 seconds