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Subject: Problem by exporting a model to .x file


Natrio ( ) posted Mon, 29 June 2015 at 11:50 AM · edited Sun, 01 December 2024 at 3:17 AM

Hi,

I'm new in this forum and I wanted to ask a question.

I have made a ship model with Google SketchUp and then I have exported the model to .x file (DirectX) with a program called Deep Exploration 6.3.

I want to put this ship in a game named: Vehicle Simulator but when I try to put it, the ship doesn't appear. That's a issue of the exporting process?

Here I leave some pictures.

That is in SketchUp:

vcyUekk.jpgThis is the model in Deep Exploration 6.3:

sRKmkhS.jpgAnd that's the ship inside the game, but it doesn't appear:

file_a2557a7b2e94197ff767970b67041697.jpCan anyone help me with this problem?

Thanks!


airflamesred ( ) posted Mon, 29 June 2015 at 3:27 PM

Are there any options at the export stage?


Natrio ( ) posted Mon, 29 June 2015 at 4:35 PM

Are there any options at the export stage?

Yes, when you will save the model (export), than you can modify the properties. file_fc221309746013ac554571fbd180e1c8.jp


Lobo3433 ( ) posted Mon, 29 June 2015 at 5:02 PM
Forum Moderator

Most game engines from my understanding can usually handle the Collada format exported from most 3D applications. Which vehicle simulator are you using and does it support importing the directX file format?

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Natrio ( ) posted Mon, 29 June 2015 at 5:29 PM

Most game engines from my understanding can usually handle the Collada format exported from most 3D applications. Which vehicle simulator are you using and does it support importing the directX file format?

Yes, to add a new ship in the game, the ship must be exported to .x file forcibly. You can see here how to create a ship: http://www.hangsim.com/vsf/help/vehicle.htm


Lobo3433 ( ) posted Mon, 29 June 2015 at 5:36 PM
Forum Moderator

OK looking @ that link was a bit over my head have not come across exporting or using the directX format in that manner sorry wish I could offer some more help 

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Natrio ( ) posted Mon, 29 June 2015 at 6:03 PM

OK looking @ that link was a bit over my head have not come across exporting or using the directX format in that manner sorry wish I could offer some more help 

Don't worry, I hope someone who knows about exporting ships to vehicle simulator can help me...

Thanks


airflamesred ( ) posted Tue, 30 June 2015 at 2:08 AM

The only thing I can suggest is to open the exported file using notepad. Scroll down to the bottom and under a section called 'mesh' there should be some coords for the verts. With the settings you have, and the above, I think it would be fair to assume that a model has been exported and the problem will lie with the vehicle sim. Maybe visibility or scale? Best I can offer.


Natrio ( ) posted Tue, 30 June 2015 at 6:30 AM

The only thing I can suggest is to open the exported file using notepad. Scroll down to the bottom and under a section called 'mesh' there should be some coords for the verts. With the settings you have, and the above, I think it would be fair to assume that a model has been exported and the problem will lie with the vehicle sim. Maybe visibility or scale? Best I can offer.

I have spoken with the creator of the game and he said me that I need to export it to x file, with option "no frames" because the frames are not set up correctly.But I don't know how to put this option in Deep Exploration 6.3 program...


Cybermonk ( ) posted Tue, 30 June 2015 at 7:06 PM

You could use Blender 3d to convert it to Direct-X format. Just be sure to turn that on under addons on the user preference menu.

http://www.blender.org/  It's free :)

____________________________________________________

"The true sign of intelligence is not knowledge but imagination".

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Natrio ( ) posted Wed, 01 July 2015 at 5:04 AM

You could use Blender 3d to convert it to Direct-X format. Just be sure to turn that on under addons on the user preference menu.

http://www.blender.org/  It's free :)

Can I export the model with the option "no frames" I don't understand much about 3D modeling but I've been told that to export it well, I need this option :/


Cybermonk ( ) posted Wed, 01 July 2015 at 9:09 AM

When exporting there is an option menu that should appear on the bottom left (default). There is an animation box and a frame rate box this maybe what you are talking about. By default only the export UV's and materials  are selected. I would leave it at that and see if that exports properly for you.

____________________________________________________

"The true sign of intelligence is not knowledge but imagination".

Albert Einstein


Natrio ( ) posted Wed, 01 July 2015 at 9:33 AM

When exporting there is an option menu that should appear on the bottom left (default). There is an animation box and a frame rate box this maybe what you are talking about. By default only the export UV's and materials  are selected. I would leave it at that and see if that exports properly for you.

Okay, I'll try to download it and see if it works. Thanks.


Natrio ( ) posted Tue, 28 July 2015 at 3:32 PM · edited Tue, 28 July 2015 at 3:33 PM

How can I change the position of the model to the 0,0,0 coordinates with the program Blender. Because the problem is from the position of the ship not from the export.


Morkonan ( ) posted Sun, 02 August 2015 at 2:18 AM

You may need to get Blender to center the ship and recalculate the object's center so both the center of the object reads 0,0,0 and that center is positioned at 0,0,0. I don't use Blender, so I don't know how to do that using it.

This tutorial may help you do that: https://blender.stackexchange.com/questions/1291/change-pivot-or-local-origin-of-an-object


Cat44 ( ) posted Fri, 22 February 2019 at 3:08 AM

Content Advisory! This message contains profanity

Some have Norwegian Epic sent to please see what the like


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