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FSX xtomdl and texture

As a max 2011 user I cannot open your latest test file. (huh - ?)

Yes there are changes in file format, I think. I have saved it as 2011 format. Here you have it.


Hesitate to suggest this, but you could simply edit the x file ... if all that's missing is the darn file name? Could even write a little prog to do that for you.

Hmm can't imagine me, that this will work, but I will try it:)
If it works, it would be nice to have a program which can do it for me. Would be make it mush easier:) Thanks

regards comy
 
Perhaps post your tidied file that does not work for you, and the xfile it generates.
 
I did try to use the pandasoft directx exporter for 3DS Max 2012 now.
And I am surprised or not, that I have the same problem at this exporter.

Now I am sure that the problem is between my ears.
Here's the content of the .x file exported with pandasoft directx exporter.


xof 0303txt 0032
template Frame {
<3d82ab46-62da-11cf-ab39-0020af71e433>
[...]
}

template Matrix4x4 {
<f6f23f45-7686-11cf-8f52-0040333594a3>
array FLOAT matrix[16];
}

template FrameTransformMatrix {
<f6f23f41-7686-11cf-8f52-0040333594a3>
Matrix4x4 frameMatrix;
}

template Vector {
<3d82ab5e-62da-11cf-ab39-0020af71e433>
FLOAT x;
FLOAT y;
FLOAT z;
}

template MeshFace {
<3d82ab5f-62da-11cf-ab39-0020af71e433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}

template Mesh {
<3d82ab44-62da-11cf-ab39-0020af71e433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}

template MeshNormals {
<f6f23f43-7686-11cf-8f52-0040333594a3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}

template ColorRGBA {
<35ff44e0-6c7c-11cf-8f52-0040333594a3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}

template ColorRGB {
<d3e16e81-7835-11cf-8f52-0040333594a3>
FLOAT red;
FLOAT green;
FLOAT blue;
}

template Material {
<3d82ab4d-62da-11cf-ab39-0020af71e433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}

template MeshMaterialList {
<f6f23f42-7686-11cf-8f52-0040333594a3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material <3d82ab4d-62da-11cf-ab39-0020af71e433>]
}

template Coords2d {
<f6f23f44-7686-11cf-8f52-0040333594a3>
FLOAT u;
FLOAT v;
}

template MeshTextureCoords {
<f6f23f40-7686-11cf-8f52-0040333594a3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}


Frame Quader001 {


FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,-8.390900,0.000000,6.177798,1.000000;;
}

Mesh {
12;
-21.415308;0.000000;-25.976810;,
21.415308;0.000000;-25.976810;,
-21.415308;0.000000;25.976810;,
21.415308;0.000000;25.976810;,
-21.415308;27.582119;-25.976810;,
21.415308;27.582119;-25.976810;,
-21.415308;27.582119;25.976810;,
21.415308;27.582119;25.976810;,
21.415308;0.000000;25.976810;,
-21.415308;27.582119;25.976810;,
-21.415308;0.000000;25.976810;,
21.415308;27.582119;25.976810;;
12;
3;0,3,2;,
3;3,0,1;,
3;4,7,5;,
3;7,4,6;,
3;0,5,1;,
3;5,0,4;,
3;1,7,3;,
3;7,1,5;,
3;8,9,10;,
3;9,8,11;,
3;2,4,0;,
3;4,2,6;;

MeshNormals {
6;
0.000000;-1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;0.000000;-1.000000;,
1.000000;0.000000;0.000000;,
0.000000;0.000000;1.000000;,
-1.000000;0.000000;0.000000;;
12;
3;0,0,0;,
3;0,0,0;,
3;1,1,1;,
3;1,1,1;,
3;2,2,2;,
3;2,2,2;,
3;3,3,3;,
3;3,3,3;,
3;4,4,4;,
3;4,4,4;,
3;5,5,5;,
3;5,5,5;;
}

MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;

Material auto {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
}
}

MeshTextureCoords {
12;
0.000000;1.000000;,
0.762974;1.000000;,
0.000000;1.000000;,
0.762974;1.000000;,
0.000000;0.508659;,
0.762974;0.508659;,
0.000000;0.508659;,
0.762974;0.508659;,
0.000000;0.491341;,
0.762974;0.000000;,
0.762974;0.491341;,
0.000000;0.000000;;
}
}
}


To add the Texturefilename manually does not works. Then I get a 0 size mdl file. And yes my windows is completly configured to english.
 
I'm not terribly surprised, as PandaSoft does not handle FSX Materials, nor will it handle animations and parse the modeldef.xml file...

...in short, PandaSoft is completely worthless for anything FS9 or FSX related.
 
What on earth are you now using the Pandasoft exporter for?!

Problem solving requires a systematic approach!

Absolutely install the Net redistributables.
I suggested you post your cleaned fileset, so we could take a look. In the interests of progress, we can do it in reverse.

Here is your fileset;

Max file (Material setting corrected, extraneous materials fixed)
.x file --- has texture reference
mdl file -- compiled from x file (has texture reference in it, according to modelconverterX)

Perhaps you can try the revised .max file and see how you go.

If that fails, then your setup is incorrect (or your usage of the tools) and you have a starting point with which to work.
 

Attachments

What on earth are you now using the Pandasoft exporter for?!

only an idea.......


Max file (Material setting corrected, extraneous materials fixed)
.x file --- has texture reference
mdl file -- compiled from x file (has texture reference in it, according to modelconverterX)

Perhaps you can try the revised .max file and see how you go.

If that fails, then your setup is incorrect (or your usage of the tools) and you have a starting point with which to work.

Thank you very much. That 's useful, I think my setup is incorrect.
There's now texture after export. It opens the window, where the exporter asks for exporting FSX/FS9 material, but after export the texturefilename sections is missing in the .x file.

Yeah now I know where I have to search. I will check my complete setup net framework etc. and reinstall it all. It's a chance to find out where the problem is located....

I will call back if I have finished it. Thanks again.
 
Okay, I reinstalled all....3DS MAX 2012, all plugins, net framework etc....

tested it again....but of course....it's doesn't work...

So in last ultimately...I installed 3DS Max 2011 again...installed the prepar 3D plugin....made a testfile....exported it and of course...who'd have thought that... it works:D

So I would like to thank everyone for their patience with me, who helped me in the last weeks with this problem...I am really impressed about the patience of some members here with a noob like me:D

And what did I learn from this? Never change a running system....

best regards

comy
 
Good for you!

Still a bit strange that Max 2012 doesn't work for you but does for others ...
 
Yes, but the essential is that I can texturing now.
And I can save my objects in 2012 to 2011 format, so that I can modelling in 2012 and texturing in 2011. Works good so.

And truth be told...I don't like to ponder why it doesn't work, that did I enough in the last weeks. I am only happy that we could find a solution which works for me.

comy
 
HI,

finaly i found this thread which describes exactly the same problem I have with 3dsmax 2012 and the Prepar3d SDK Modelling kit. Now its 2013 and the bug (if its a bug) is still there. My problem is the same - my .x Files are not including the TextureFilename after export. And if I export the textX.max in the 3dsm7 folder to testX.x the file doesnt include texture filenames too. (export Skin checked) - Result: No texture on mdl files later. Is there a solution for the problem after 2 years?

Cheers Lu

EDIT: Ok I found out what the problem is. The Prepare3D modelling SDK for 3ds max 2012 64bit wont work with other Languages then an english max version. I've a German Version of 3ds Max 2012 so I am out :-) found this post in the prepar3D Forum:http://www.prepar3d.com/forum-5/?mingleforumaction=viewtopic&t=2907
 
Last edited:
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