3rd Party Models/Media Chat / Problems with exporting to .X in blender.

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UnReLaTeD
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Posted: 13th Apr 2014 11:35
I'm planning on making some models now that I've watched some video tutorial, but the problem is when I export to .X with blender, and then try to open with the Entity Workshop/FPS Creator Reloaded, I get an error. Why is this happening?
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unfamillia
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Posted: 13th Apr 2014 16:18
Hi,



If you could post a little more information regarding the errors you are getting, I could possibly help you?



Which tutorials have you seen?



Also, if you wanted to send the model over to me, I could always take a look to see if I could help?



Cheers



Jay.

UnReLaTeD
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Posted: 13th Apr 2014 19:12
This happens in the entity workshop







FPS Creator just reloads the map then says the FPM is corrupt.
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unfamillia
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Posted: 14th Apr 2014 00:18
If you want to send me the .blend file, I will take a look at it for you.



If it doesn't load into Entity Workshop, then it hasn't been exported with the correct settings or the .X file is corrupt.



Cheers



Jay.

TazMan
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Posted: 14th Apr 2014 11:45
Just out of interest, what did you call your .x file. I ask because I had a similar problem when exporting from Milkshape.



The problem with this was I had a space in the name and it didn't like it, as soon as I changed it to a single word it was fine.





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mfgcasa
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Posted: 28th Apr 2014 15:31
What has happened is your model isn't a whole.(e.g. you deleted a side of the model probably the bottom to save on Polygons) For some reason or other the X.file breaks. Just fix that and it should work.



If you want to replicate this problem just take a basic square in blender and export it, you will see it work, then delete one side and export it.

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Super Clark
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Posted: 28th Apr 2014 17:24 Edited at: 28th Apr 2014 17:25
I had this.. found out that unless you Select all parts of your

object in blender by pressing 'A' and check everything it gone

orange then you will not get the error message.



Also if using Blender 2.70 when you select export to Direct.x



make sure to scroll drown in the tab of the Direct X option

remove tick from 'export selected objects only' & in coordina

box select Right-Handed.



See if that works... If you have walls missing like i did

because it was set to Left-Handed.



unfamillia Found this out for me and

no issues since.
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mdgunn
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Posted: 5th May 2014 19:36
I can confirm that in Blender 2.70a I had to set coordinates to right-handed to work properly.



I don't think I had to make sure everything was selected or un-check the export selected objects but I have been in object mode with my (only) object as the selected one which I seems to work out OK.



What caught me out was that I had to make sure I deleted the <MESHNAME>.bin and <MESHNAME>.dbo files after re-exporting otherwise I think it just uses a cached old version in those files. Maybe this is familiar to FPS Classic people but hadn't yet come across that information.



Glad I came across this post and persevered till I woke up to the DBO file, otherwise I was pretty much about to give up (for a bit anyway)!



Cheers,



Michael
Masterskitz
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Posted: 6th May 2014 13:38
Something else you can do to get around the error.



You could always try exporting from blender to a .ms3d *milkshape*, then use milkshape to export from milkshape to your .x



I've been using this method when my blender decides to play up.
tommy8
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Posted: 13th May 2014 10:11
@Super Clark



Thanks! That has sorted a faces problem I was having in blender right out!



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