Thread: Making .X files in 3D Studio Max 7

  1. #1
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    Making .X files in 3D Studio Max 7

    I made a really cool tank mesh in 3DS Max 7, and now I want it to go into my DirectX program.

    I use the stock DX .X file exporter for 3DS Max, the one that comes with the SDK. I just went to File -> Export then selected .X file from the drop down box. It saved fine, but heres my problem:

    I open the .X file with the DirectX viewer and it shows my tank, but its black and white, no textures, poor lighting, and if I try to load it into a mesh in my game it doesn't work! I think these problems are all related to something I forgot to do in 3DS Max.

    I added textures and lights, so it should be viewable. I read one tutorial that told me to use UV mapping or something, but the tutorial is for 3DS Max 4, so I couldn't tell what to do.

    How do I get my model to work?

  2. #2
    Registered User Frobozz's Avatar
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    Try selecting "convert texture map" or "copy texture map" under the "Textures and .fx files" section. It will cause the images used for the materials to be placed in the same spot the .X file is placed.

  3. #3
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    Panda Exporter is much better than the SDK exporter.

    http://www.andytather.co.uk/Panda/directxmax.aspx
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  4. #4
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    The file I downloaded is a dle file. How do I run it?

  5. #5
    Frequently Quite Prolix dwks's Avatar
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    Try google.
    dwk

    Seek and ye shall find. quaere et invenies.

    "Simplicity does not precede complexity, but follows it." -- Alan Perlis
    "Testing can only prove the presence of bugs, not their absence." -- Edsger Dijkstra
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  6. #6
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    I already did, still doesn't help. I've never heard of Macromedia designer.

  7. #7
    Registered User Frobozz's Avatar
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    Stick it in 3dsmax's plugin directory and reload max.

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