3D Object Converter 3.9 - BF support
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- squipple
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RE: 3D Object Converter 3.9 - BF support
Nice fred! It'll be great to get people a free way of converting their models.
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RC-1290
RE: 3D Object Converter 3.9 - BF support
This tool seems a bit like unwrap 3d.. well in the amount of import/export options!!
- squipple
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How does the program deal with shdowvolumes, collision meshes, and hardpoints? I know that when you export to obj via ZE all the stuff gets merged into one mesh and it can get quite time consuming to try to separate them again depending on the object.
I've used deep exploration as well, with mixed results. I've found the most relibale thing for tranferring models (between softwares at least) is fbx. Going to and from modding tools or a game is another story.
I've used deep exploration as well, with mixed results. I've found the most relibale thing for tranferring models (between softwares at least) is fbx. Going to and from modding tools or a game is another story.
- minilogoguy18
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i know the 3ds format has a limit to the length of the name and if they have a name thats fairly close but has like some kinda suffix at the end like superstardestroyer and superstardestroyer_lowrez the name only gets like superstardes and if theres 2 they get merged, well thats at least my theories from experience.
ive also been reading .xsi files in notepad and if you know a good amount about XSI you can actually understand a .xsi file in notepad and edit it to your liking, perhaps we can open other formats in notepad and edit them so that their code follows .xsi code and change the extension to .xsi and boom, you got a new .xsi file from another format, as long as the file is written in ASCII code, binary cant be read by a human, just looks like gibberish.
EDIT: oh yeah, for anyone using the program it would be best to export to to the directX .x format since after reading up on the dotXSI code that .x files are what the dotXSI code was based on and is very similar, as long as the .x file is written correctly then you should have the best file output result.
ive also been reading .xsi files in notepad and if you know a good amount about XSI you can actually understand a .xsi file in notepad and edit it to your liking, perhaps we can open other formats in notepad and edit them so that their code follows .xsi code and change the extension to .xsi and boom, you got a new .xsi file from another format, as long as the file is written in ASCII code, binary cant be read by a human, just looks like gibberish.
EDIT: oh yeah, for anyone using the program it would be best to export to to the directX .x format since after reading up on the dotXSI code that .x files are what the dotXSI code was based on and is very similar, as long as the .x file is written correctly then you should have the best file output result.
- minilogoguy18
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fred would you happen to know though where i could find some tuts and resources on creating exporter addons like if i had the code to another games model format and wanted to export using XSI and i needed to build a new plugin? im really wanting to use XSI for more games since i cant stand using 3ds max.
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wazmol
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- minilogoguy18
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- Galactic_Marine
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Yeah...but is there anyone at Avid whom we can contact or talk to about this issue?
Last edited by Galactic_Marine on Thu Feb 22, 2007 8:09 pm, edited 1 time in total.
- minilogoguy18
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- PR-0927
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Qdin
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I won't update yet, because I'm not sure if all the problems is fixed. A few glitces was summarized and sent to Zoltan by Dragonum, so hopefully it's all fixed 
And no, I'd appreciate people from posting odd things wuch as "So what does this 4.0 do" or "awesome! *omg*" and such - you get the idea
I kinda expect Zoltan to tell himself as he's the one behind it 
And no, I'd appreciate people from posting odd things wuch as "So what does this 4.0 do" or "awesome! *omg*" and such - you get the idea
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Saturn_V
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