AndyMK Posted February 16, 2012 Share Posted February 16, 2012 I am using bob's track builder to make roads because it is a bit more flexible than the built in road tools. It will only export to DirectX(.x) format. When i use the x to gmf converter and copy the gmf file to the models directory it appears in the list but no model is displayed in the sandbox. Also, no properties are available for the model. I have included a link to a quick test track to see if anyone can get this working. http://dl.dropbox.com/u/7526263/3Dstuff/test.x Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 16, 2012 Share Posted February 16, 2012 you have the origin of the model set in the center and below the road loop... if you zoom way out you will see the road. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
AndyMK Posted February 16, 2012 Author Share Posted February 16, 2012 How can i fix this? Quote Link to comment Share on other sites More sharing options...
dennis Posted February 16, 2012 Share Posted February 16, 2012 did you made material files? also included all the textures? made a lua file? maybe use UU3D to convert it also already tried the modelviewer app? I hope this will work out for you! the genmat for creating the material files is also in the tools folder. Quote Link to comment Share on other sites More sharing options...
AndyMK Posted February 16, 2012 Author Share Posted February 16, 2012 thanks, i am new to this, just need some tips to get this going. If i was to import a terrain mesh with the roads, would it be very inefficient compared to using the terrain built in to LE? Quote Link to comment Share on other sites More sharing options...
dennis Posted February 16, 2012 Share Posted February 16, 2012 thanks, i am new to this, just need some tips to get this going. If i was to import a terrain mesh with the roads, would it be very inefficient compared to using the terrain built in to LE? depends on what you like to use, for inside terrains I'm using FPS creator X9, export maps and import in LE when I want to create outside terrain's I'd like to use LE's built in editor. when you are using 3rd party tools you always will have a scaling problem. LE built in tools won't have those problems. and please notice that LE textures needs to be in the format DDS and models in GMF the material files need to contain extension .mat for a window my material file will contain: texture0="abstract::b_win01_d2.dds" clamp0=0,0,0 texture1="abstract::b_win01_d2dot3.dds" clamp1=0,0,0 blend=1 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=1.00000000 bumpscale=1.00000000 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::refraction.vert" for a normal object it will be more like texture0="abstract::wood02_d.dds" texture1="abstract::wood02_ddot3.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" Quote Link to comment Share on other sites More sharing options...
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