Product Chat / Software for .X files?

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Nerf Rhett Games
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Posted: 1st Aug 2020 02:21
Hi everyone, I'm looking for software that can import, modify, and export DirectX 3D models. It seems as if everywhere I look, it's either outdated software that doesn't run correctly, has outrageous prices (looking at you, Autodesk), or just simply lacks features or doesn't exist. However, any and all recommendations are welcome.
I'm looking to:
· (Possibly) Add suppressors to some weapons while preserving their animations
· (Again, possibly) Start modeling custom entities and put them on the Game Creator Store
I might be looking for something that doesn't exist, but who knows.
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granada
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Posted: 1st Aug 2020 12:04
Try this
http://www.fragmosoft.com/downloads/

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Monkey Frog
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Posted: 1st Aug 2020 14:14
The only thing I can think of is downloading and installing Blender 2.79. Once installed, you can go to Preferences and enable DirectX import/Export there. Then you can use Blender to modify your .x files. If you don't like using the older version of Blender for modifying your .x files, then you can use it to import, export out as something else (like FBX), import into Blender 2.8x, modify there, export as .fbx (for example), open in Blender 2.79 and finally export to .x from there.
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synchromesh
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Posted: 1st Aug 2020 15:25 Edited at: 1st Aug 2020 15:26
Or you could load any model in UU3D and export in .X or any format you like for that matter.
https://www.unwrap3d.com/u3d/index.aspx
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Wolf
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Posted: 1st Aug 2020 16:23
Your best bet is simply fragmotion. Duchenkuke and I use it for all our weapon modifications, it has a batch converter, exports very optimized .x files and has an extremely decent UV mapper.

For fast and easy modeling I use Milkshape 3D, but anything goes, as all modeling software exports in formats you can later use fragmotion to convert. If you look at the tutorials section you can see numerous posts by me that teach you rigging and basic GG related stuff with fragmo.



-Wolf
Nerf Rhett Games
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Posted: 1st Aug 2020 16:33
Thanks, everyone.
I use Blender as my main modeling software. I wasn't aware 2.79 had the .X import/export option, as I've just started recently using it.
@Wolf I've used tried Fragmotion before, but it seems only some weapons will import because of them exceeding the maximum poly count or something along those lines. Maybe it's just in the trial version.
Specs:
Building a new PC at the moment, so coming soon...

Some of the games I've made with GameGuru:


Websites:
Nerf Rhett Games: nerf-rhett-games.mozello.com
Outlaw Software: outlawsoftware.mozello.com
Wolf
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Posted: 1st Aug 2020 17:25
@NerfRhettGames: What kind of weapon? Its not the trial version, the model you try to open might be too highpoly.

Also beware using Blender for .x files, I've seen a lot of .x exports from blender that ended up being gigantic in file size. A .x file should be a few kilobytes or perhaps a couple megabytes, never like 20mb or so.



-Wolf
3com
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Posted: 1st Aug 2020 18:26
Quote: "(Possibly) Add suppressors to some weapons while preserving their animations"

Ignore your 3d modeling skills, but if you are starting with, maybe this is not the easiest task to do, therefore not the best way to start with.
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Wolf
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Posted: 1st Aug 2020 18:59 Edited at: 1st Aug 2020 18:59
All you really need is a cylindrical shape and then follow these instructions: https://forum.game-guru.com/thread/220592
OldFlak
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Posted: 2nd Aug 2020 03:11 Edited at: 2nd Aug 2020 03:12
@Nerf Rhett Games
I use Blender for everything mostly. all other tools mentioned are great too, but i am just used to the Blender work-flow.

Blender 2.79 .x plug can export, but cant import .x.

You can use Frag to import the .x file and export as Wavefront (obj), which can then be imported into Blender.

OldFlak....
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Monkey Frog
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Posted: 2nd Aug 2020 08:00 Edited at: 2nd Aug 2020 08:02
Quote: "Blender 2.79 .x plug can export, but cant import .x."


According to this link:

https://blender.stackexchange.com/questions/8740/how-do-i-export-an-obj-to-an-x-file

... second post in (listed as 1 Answer), you can both import and export .x files in Blender 2.70. Would this also work in Blender 2.79?

Here is another discussion on adding import and export for .x to Blender 2.7:

https://forum.omnibussimulator.de/forum/index.php?thread/45148-way-s-to-import-to-export-x-file-in-bledner-2-7/

In the above link, they link to this add-on to add the import and export functionality:

https://github.com/littleneo/directX_blender/zipball/master

And here's one on GitHub just for importing:

https://github.com/poikilos/io_import_x

Perhaps these will help?
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Belidos
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Posted: 2nd Aug 2020 08:47 Edited at: 2nd Aug 2020 08:48
The only stable .X add-on for blender us the built in one which only exports, the ones linked above sometimes work and sometimes make a mess of it, they're very finicky and hit and miss, so far I haven't found a .X importer for blender that actually works properly.

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Monkey Frog
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Posted: 2nd Aug 2020 10:26
Good to know. I certainly wouldn't. I've not had to work with a .x file for about a decade or so.
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GubbyBlips
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Posted: 2nd Aug 2020 16:55
Some help with Fragmotion?
I needed to rotate an object (to face forward >> = ZERO 'Y') angle.
I opened it in Fragmotion, went to Transform/ Transform Options,
In Transforms column, checked rotations, and in 'Y' set it to 90.

This rotated the object in the editor, so I exported it back again.
Now when I place them in GG though-- it hasn't changed!!
Say what? What did I miss? Thanks.
(I did once have luck doing a mirror (180) of an object that did
successfully rotate it 180... so wondering now what?)
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GubbyBlips
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Posted: 2nd Aug 2020 17:04
While I'm asking questions-- (Yes, I know this topic was asked before-)
This particular object floats above the ground (maybe head height)
I need it to NOT be boosted up in the air ('Y' steps).
Most answers on the forums say to change the fpe, but the fpe does
NOT signify a status of being modified for the 'Y' height.
Experience with another object before shows me that .fpe changes
do not seem to work-- and here there isn't even a change in 'y' for .fpe--
so... Anyone know what to do next?

;orientation

model = _______14.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 0
fixnewy = 0
defaultstatic = 1
materialindex = 1
collisionmode = 1
strength = 0
isimmobile = 1
forcesimpleobstacle = 3
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GraPhiX
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Posted: 2nd Aug 2020 18:04 Edited at: 2nd Aug 2020 18:06
offy is what you want, but it would be better to load the asset in fragmotion and zero it

is this a stock asset or custom ??

Also it might be better to start your own topic, hijacking this topic is really a no no I apologise @Nerf Rhett Games
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GubbyBlips
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Posted: 2nd Aug 2020 19:26
Oh- sorry guys, I was actually trying to keep the forums clean and tidy...?
But I started a new thread on my question- if anyone can retract these
responses, that would be dandy.
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Nerf Rhett Games
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Posted: 5th Aug 2020 18:49 Edited at: 5th Aug 2020 19:18
Heh, it's fine, @GraPhiX.
Also, the weapons are EAI's, specifically the Enhanced Weapons Pack. Maybe that's why... I hear BSP's weapons have a lower poly count and therefore, are able to be imported into Fragmotion.
I also tried Rhino 3D 6, but it doesn't seem to import it either.
Well, some good news, I got my first custom made asset exported as a .X file and imported into GameGuru
I just need some help with entity thumbnails, made a new thread here.
The problem has been solved.

Edit: Clarification
Specs:
Building a new PC at the moment, so coming soon...

Some of the games I've made with GameGuru:


Websites:
Nerf Rhett Games: nerf-rhett-games.mozello.com
Outlaw Software: outlawsoftware.mozello.com
GoDevils
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Posted: 9th Aug 2020 22:54
I've been through this recently. If you're already using Blender, than forget the need for the .X format.

Complete your model in blender.
Assuming that you are using blender to texture, export the finished file in the FBX format.
Make sure that you have your texture files in the format used by Game Guru (use Photoshop or Gimp for the conversions)
Once you have these in a file folder (I suggest inside an Entity Bank folder) Use the GG importer with the FBX file and the Textures.

The importer will covert the FBX file to a DBO file, which is the native format GG uses to load models into the game engine. No real need to mess around with .X as far a GG is concerned.

OK, if you have .X files and need to convert them, there is a very inexpensive program out there called MilkShape. This will import and export .X files, allow you to edit them, and then output in any one of dozens of formats including .X

Good Luck
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GubbyBlips
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Posted: 10th Aug 2020 17:48
Nice info, GoDevils.
Do you recommend the newest version (1.8.5) which is listed as Beta?
Or stick with 1.8.4
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3com
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Posted: 10th Aug 2020 18:14
That's maybe true for static meshes, but what's about the animated ones?
I have never use GG import because of this matter.
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GoDevils
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Posted: 11th Aug 2020 23:02
@ 3com & GubbyBlips

I use the 1.8.4 version of MilkShape, did not realize that there is a new one. I'm going to look into it

Keep in mind that MilkShape has the ability to add animations to an imported file.

As for the GG Importer, I have not tried it was an animated file, but you can load it into MilkShape,
and output as a .X. Then load the model manually by creating the proper file mix in GG's entitybank.

Note: In loading a .X file into MilkShape, you cannot load it with the textures.
Once the geometry is in MilkShape, you can load the main texture manually and apply with All selected.
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3com
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Posted: 12th Aug 2020 11:19
@ GoDevils
I model my meshes with 3ds max, export them as .x file with or without animations, and that's will be my workflow, at least till GG decide to provide the best fbx importer, or maybe when Prebem get the GGMax FBX importer GG can benefit from it.
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