Texture coordinates export problem
Hi.
I have problems converting objects from 3D Studio Max
to my own format for DirectX. I have tryed all object
formats conversions .max->.x, .ase->.x, .3ds->.x, also
I have tryed direct .x file export from 3D Studio Max.
But after conversion I always have problems with texture
coordinates. For example - in 3D Studio Max I set
tiling to 3, W angle to 45 and UV start coords to 10,10.
But in .x file coords calculated with tiling 1, W angle 0
and UV start coords 0,0.
Maybe someone know how I can export object with good
texture coordinates?
Sergej. Thanks.
Edited by - DLife on 1/10/00 3:07:56 PM
Actually yeah,
I''m having that same problem. I''m just trying to export to the DirectX file format .X and the texture coords never come up right.
I modeled a guy in a Karate suit, in 3DSMAX it looks good, but when I export to X there are like black spots and the coors are all twisted. I''ve tried all kinds of different exporters. conv3ds does the job, but I start off having 400 vertices, and end up having 1500 or somethin''. And I can''t morph properly with the same mesh just changed a bit in 3DS cuz the vertex indices are messed up.
I''m having that same problem. I''m just trying to export to the DirectX file format .X and the texture coords never come up right.
I modeled a guy in a Karate suit, in 3DSMAX it looks good, but when I export to X there are like black spots and the coors are all twisted. I''ve tried all kinds of different exporters. conv3ds does the job, but I start off having 400 vertices, and end up having 1500 or somethin''. And I can''t morph properly with the same mesh just changed a bit in 3DS cuz the vertex indices are messed up.
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