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Trying to convert .3ds to .X

Started by May 24, 2002 01:49 PM
4 comments, last by WebsiteWill 22 years, 5 months ago
Hello all, Have been reading the book Programming Role-Playin Games with DirectX and I am having trouble doing the file conversions mentioned. I created my scene (a simple box) in 3D Studio Max 3.1 then saved it to both a .max file and exported it to a .3ds file keeping texture coordinates. Then I open a dos prompt and navigate to the directory where the standard file converter in the DX SDK is. The file is CONV3DS of course. Then in that directory I type in conv3ds box.max or conv3ds box.3ds and I get this error File "filename" unreadable I''ve looked at the files and non are read only or hidden and they were archive but i cleared that also to see if it would help. Do my model files have to be in a specific directory for the converter to work on them? Tried finding any info in the SDK docs and on these forums but nothing I''ve read addresses this issue. Thanks Webby Defeatist Attitude: It simply cannot be done. Realist Attitude: It can be done just not today. These are the two realms of programming.
NM I got it. The files .3ds files have to be in the same directory as the converter. They could have put this little tid-bit in the docs.

Webby

Defeatist Attitude: It simply cannot be done.
Realist Attitude: It can be done just not today.

These are the two realms of programming.
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You can also download the exporter from a site such as maxforums.org.

Look for the "X Out" exporter which will/should export directly to an .x file without having to use that tool.

If it doesn't work, I'll find you another one, I have one but forgot where I got it.

Nathan

[edited by - nathanSDK on May 24, 2002 2:59:33 PM]
Hey Thanks:

I was looking at the data that is output from the conv3ds tool and it is strange to say the least.
Example: I create a max scene consisting of only one sphere centered around the origin, no textures and a default gray material. The .X file contains a long list of stuff. I think the first long list of numbers are the coordinates of the vertices in 3D space right? But then it goes into more coordinates, followed my materials. If I apply bitmaps to the model I will see the name of the bitmap then followed by a list of normals I think. Anyway, basically what are all these numbers and how come if I make a scene with more than one object the list of vertices simply grows larger without putting tags saying "vertices for next object here" I can distinguish between two models if I put one in a negative plane and the other in a positive place because at some point in the .X the numbers will make a distinct transition from positive to negative. Anyway, just looking for how I access certain meshes from an x file.

I''ll look into that exporter you gave. Maybe it will output more readable information.

Thanks,

Webby



Defeatist Attitude: It simply cannot be done.
Realist Attitude: It can be done just not today.

These are the two realms of programming.
Man that''s cool:

Much easier export than opening a dos prompt, navigate to proper location, type in annoying line command.

Instead, model, export, ding!
And all the meshes are beautifully laid out for access.

Wahoo. Thanks a million

Will

P.S. You guys make learing fun!

Defeatist Attitude: It simply cannot be done.
Realist Attitude: It can be done just not today.

These are the two realms of programming.
Man that''s cool:

Much easier export than opening a dos prompt, navigate to proper location, type in annoying line command.

Instead, model, export, ding!
And all the meshes are beautifully laid out for access.

Wahoo. Thanks a million

Webby

P.S. You guys make learing fun!

Defeatist Attitude: It simply cannot be done.
Realist Attitude: It can be done just not today.

These are the two realms of programming.

This topic is closed to new replies.

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