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Modeling: .x - .3ds [message #52474] Sat, 04 July 2009 02:53 Go to next message
Lelegy is currently offline  Lelegy
Messages: 5
Registered: July 2009
Hi, I'm trying to do some modelling but can't work with the directx file format. Is there away to convert it to .3ds, and back when I'm finished with it? I've tried searching but havn't found anything.

Thanks Smile
Re: Modeling: .x - .3ds [message #52475 is a reply to message #52474] Sat, 04 July 2009 03:35 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Plugins plugins plugins.
Get the mofo import/export plugin. That's all you need for static meshes, get the one for your version and just toss it in your 3DS plugins directory.

If you want to do animated meshes as well (clothing, hair, windmills, creatures, whatever) then you'll need the Pandasoft export plugin as well. And remember to get those export settings right. Wink
Re: Modeling: .x - .3ds [message #52476 is a reply to message #52474] Sat, 04 July 2009 04:36 Go to previous messageGo to next message
Lelegy is currently offline  Lelegy
Messages: 5
Registered: July 2009
Thanks John. Now once I've edited a model, how do I go about applying part of a texture file to that particular part of the model? Like in a sword texture, what tells it to place the hilt in the texture file onto the hilt in the model file?

I'm guessing you know what I mean already, but for example: I had a spike to a handle and I want it purple (lol, I don't), if I add a purple are to the texture, how do I tell to model to use the purple patch for that part of the model?

Thanks for the quick response (Y)
Re: Modeling: .x - .3ds [message #52477 is a reply to message #52476] Sat, 04 July 2009 04:49 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Texture mapping. There are tons of 3DS tutorials for this topic, this was the first one I saw on Google, but you'll want to search around for more in-depth tutorials and guides. Most of my meshes are derived from standard/extended primitives or original models, so my texture mapping is as easy as minor adjustments.

[Updated on: Sat, 04 July 2009 04:50]

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Re: Modeling: .x - .3ds [message #52478 is a reply to message #52474] Sat, 04 July 2009 04:52 Go to previous messageGo to next message
Lelegy is currently offline  Lelegy
Messages: 5
Registered: July 2009
Texture mapping, that will do. All I really needed was something to whack into google Razz Thanks.
Re: Modeling: .x - .3ds [message #52479 is a reply to message #52474] Sat, 04 July 2009 04:54 Go to previous message
Lelegy is currently offline  Lelegy
Messages: 5
Registered: July 2009
By the looks of things it would be easier if I edited a model to make a whole new texture for it, such as Skorm's bow with the seperate Orb texture. Am I right in thinking this?

[Updated on: Sat, 04 July 2009 04:55]

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