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3D World Studio - Export problems


Guest Smon
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Noob here. Just got 3D World Studio 5.52. Created a simple map with basic shapes and one texture. Export it to both .dbo and .x formats. Both of these load in Dark GDK but neither applies the texture. I try opening the .x with DirectX viewer and it loads the map but again, no texture. The viewer log gives, "SAS: Unable to cast string into texture:..." followed by the correct path and file name for the texture .stf file.

 

Can anyone tell me what I'm missing or doing incorrectly?

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are you using the .stf textures?

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As far as I can remember/know The .stf format was only used for demoing 3DWS and the .stf format won't work with anything else.

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MG - That worked. Thanks for straightening me out.

 

 

No problems, glad its all ok now.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Windows 7 Home 64 bit

 

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  • 2 weeks later...
Guest TheCraz3

BUMP!

 

Hi there,

 

I believe I have the same problem but I'm not sure I get the solution here :)

I have created a 3dw map (it has solids and a terrain with lighting textures). I converted it to a .dbo file. I tested it using dark gdk (Visual C++) and it loads everything minus the textures.

 

How should I go about fixing this. Like mentioned above the .stf files are only good for 3d world studio. what are the steps I must perform to get the textures showing in dark gdk.

 

Thanks in advance!

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What textures are you trying to use?

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Guest TheCraz3

Thanks for the quick response.

 

I'm using the default ones bundled with 3d world studio which includes:

 

brickwall01a

building_template01d

concretefloor01a

barrelskin1

grass01

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you mean .stf files ?

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well the .stf files will only work in 3DWS and were for demo purposes only as far as I recall, you will have to use other textures, ones that DarkGDK can use, and use those in 3DWS.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Guest TheCraz3

i see, so from the conversation you had with Smon i'm guessing jpgs might work. So if I export this time round using textures that dark gdk is happy with will it work right off the bat or do I have to do some extra configuration? (i.e copying over the textures to the gdk project folder etc)

 

Apologies but im completely new to both 3d world and dark gdk

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I have never used DarkGDK but you will I assume need to have the texture files with the model/map which would mean copying the ones you use to what ever folder you save the model, to use in DGDK...

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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No problems hope it all goes well.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Guest TheCraz3

Lo and behold it works. Indeed all you have to do is work with a texture format that is compatable with dark gdk, copy over those files and the exported dbo to your project folder and you're good to go.

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