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Trouble converting DirectX(.x) to gmf.


AndyMK
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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

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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.

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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"

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