exporting to 3drad

B

Bootnut

  • Bootnut

Hi

I got btb, its cool, my only problem is, when i export as .x the track is flipped on its side, also the track will not show up in 3drad.

I have to import into blender, then export to another program (because i dont know how to use blender) to rotate it, but i cant get the textures to stay :(

any chance btb could include 3drad compatible .x files out the box?
 
What formats can 3drad import from? The reason I ask is that of all the programs I know of that say they can import .x files, I've only ever had success with Bryce 5*, which just so happens to be free. I hate the interface, but it can export the objects in the following formats:
3ds
dxf
x
id4
lws
rds
cob
vsa
wrl
obj
nff

For editing the object I prefer Anim8or.

* edit: I've just re-found the instructions for exporting from Bryce: [ame]http://www.talkgraphics.com/showpost.php?p=291799&postcount=7[/ame]
 
  • jharro

What formats can 3drad import from? The reason I ask is that of all the programs I know of that say they can import .x files, I've only ever had success with Bryce 5*, which just so happens to be free. I hate the interface, but it can export the objects in the following formats:
3ds
dxf
x
id4
lws
rds
cob
vsa
wrl
obj
nff

For editing the object I prefer Anim8or.

* edit: I've just re-found the instructions for exporting from Bryce: http://www.talkgraphics.com/showpost.php?p=291799&postcount=7

don't let apparences mislead you, the x format is part of direct x for years now, in other words, every computer which has a directx game installed it already has all the tools to manipulate the info stored in x format:
http://msdn.microsoft.com/en-us/library/bb172890(VS.85).aspx .

the catch is the x format is very flexible which means that for a program to be able to import a random x file the developer must consider a ton of variations, the meshes stored in x files usualy have some specific shader associated with which is required in order to fully use the info stored in the respective mesh which complicates things even more.

in the end, the simple truth is direct x runtime and the direct x sdk -both free - offers every bit of information and functionality regarding x files and it is only the developer's choice to support it or not.

more or less the same thing happens to Collada, is free, is open, it has the ability to handle all sorts of meshes yet it is still not as used as it sould and the reason is quite similar, the meshes are only a half of the story in today's gfx technology, the other half being the programabe shaders, you either handle both or none, is up to devs.
 

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