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.x model conversion #107027
01/15/07 21:35
01/15/07 21:35
Joined: Jan 2007
Posts: 183
K
Kinji_2007 Offline OP
Member
Kinji_2007  Offline OP
Member
K

Joined: Jan 2007
Posts: 183
Thanks for looking. ^^ I can code all day long but when it comes to models I am way lost. I have a model that I imported (.x) into MED. Something funky happens with the skins. Just wanted to see if someone would take a look and see what the problem is. If so, Ill send via email. Thanks much.


http://www.geocities.com/carapacedweller/kinjis/Tutorial_Index.html A5 and A6 tutorials <> E3S series "Show me once and I got it, tell me once and I'll think twice."
Re: .x model conversion [Re: Kinji_2007] #107028
01/15/07 21:40
01/15/07 21:40
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline
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Damarus  Offline
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Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
ill take a look at it send it to BenK318@hotmail.com ill try to find the problem.

Re: .x model conversion [Re: Damarus] #107029
01/15/07 21:50
01/15/07 21:50
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline
Member
Damarus  Offline
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Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
well i took a look at it and it did import as it is supposed to u just need to attach the skin again. Maybe skin over again (i would do that but im not good at skinning). I didnt find any more problems. Just skin it right and the problem should be solved. Hope that helped.


EDIT: And u maybe should all the seperate skins into one bitmap file this maybe makes it easier to skin.

cheers

Damarus

Last edited by Damarus; 01/15/07 22:00.
Re: .x model conversion [Re: Damarus] #107030
01/15/07 21:54
01/15/07 21:54
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
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Joined: Jun 2005
Posts: 4,875
x uses the directx coords, means y upright, in a6, z axis is upright. flip these in MED's import dialogue (requires v6.4+ afaik).


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