SD's own DirectX format.

Which or what can REALLY handle those -- directly?

As i am getting "almost" ready to begin developping the X-Worlds (Sorry, LordZarth.. had to!!) ships and fleets i still have an issue with the .X file formatting and programs which could actually handle them properly.

Mind you, i looked around very seriously for the solution & through testings and trial runs on numerous sharewares-freewares versions... i have yet to find anything that can load SD models and simply provide the extra functions and features necessary to create my own components and hulls the RIGHT_compatible_valid_way. ;) I've read some of the "guides" found in the library here, scanned a lot of threads, in no particular order - yet, no clear way seem to be available to us. I may have to try contacting some modders directly, also. In the meantime though...

So, i'm asking anyone who were lucky (and, cuz i believe there must be many examples, plenty of people who KNOW how to) enough to figure this whole mess to share what softs (Duh- no commercial 800++$ worth suggestions as it doesn't make sense to invest in such giga products for a simple set of races customized ships!) they use, method & type of programs included.

There are some specifics which i would need to address later on... but, for now -- if i simply don't have the proper tools and some kind of help on the principles, it would be a huge waste of time for many reasons; i have already decided to design EVERYTHING from scratch, smallest details and UV texturings, curves, nurbs, angles & hard-points, styles & configs - the whole processing.

Figured TotA will also give me a fairly good set of editing capacities, for a cost. But i must start somewhere to fully grasp SD files and how they are created or loaded_saved up in known or rare 3rd_party 3D interfaces for editing and experimentation.

Without THE method, i'm just -- lost.
Please??!. ;)
11,349 views 16 replies
Reply #1 Top
X isn't really a direct-edit format. It's most generally exported from one of the major modelling suites (3d studio max with panda exporter, for instance).
Reply #2 Top
Blender does import and export .X as well, IIRC.
Reply #3 Top
Blender does import and export .X as well, IIRC.
End of quote


I no have seen people use Blender with galciv2. I only read of peoples failure to use Blender directx format with galciv2. Have you see this? I would like to know. Seems people use 3dsmax with panda to create galciv2 mods.

I am very curious and would like to learn.


Kingwill
Reply #4 Top
Milkshape will read the x files properly using it's directx tool.

http://chumbalum.swissquake.ch/index.html

Reply #5 Top
Alrighty... i figured some biggy soft (3dsmax) had to be around somewhere in the design hopes anyone should ever have. Only prob is, that stuff is very costly.
There's even the 'free' version called Gmax but i doubt the Panda exporting plugin would be somehow truly compatible with it (yet, i could always try just to see if i can get lucky!).

I also took a quick snappy glimpse at Blender (Python scripting may be the solution for some, but to me a fair enough 3D tool MUST have everything necessary already built-in and ready to go) and felt a little strange about the complex interface. That has more to do with the dreaded learning curve, though.

Still i WILL need to make a definitive choice and stick to it in the long run for compatibility reasons... thus, a sort combo-installation which would rely on many different softs to do many things;

1) Create the models (plenty, btw) and all of their required external components (ex- the Alien power source found in UFOs ***must*** go into the overall schema as the basic infra-structure for Engines, etc, etc)
2) Transfer the resulting native (be it OBJ, 3DS, whatever) format as a formal GC_DirectX file - properly, that is.
3) Test 'hem for both game-context recognition & exact representation graphic wise... one may think about the sortof double-layer materials for Trim-Hull sets.
4) UV map 'hem with even greater amounts of accurate images. Plus, Bluey depth maker files.
5) And only then, Package anything as a whole FINISHED set.

Lotsa work if you ask me. But i'm up for it.

So i'll try taking all your good advice, people. And probby go through a pre-analysis stage of many 3D Tools out there. The challenge should be real fun if anything else.

Even so --

Kryo - What soft was used to do the actual in-game models that we have now? Is there a specific method reliable enough to ease our work? Based on previous and current SD developpers experience, that is.

Pndrev - Blender Imp_Exp to/from DirectX requires external plugins. Well, that's what i gathered from their site, anyway. I have it installed, but haven't got any luck USING those python based scripts, yet. Still, i can test further.

KingWill - Whatever works RIGHT_FAST_SOLID_EXACTLY like i want, i'll simply use.

Knowing how busy i will get in the weeks ahead (after i'm almost done with the remaining essential stuff for the Mod; Tech-Tree(s) & **all** surface Buildings, one of these lately!) with ships modeling, it's only reasonable to assume that i WOULD need serious skills to create some output adhering to my squeeky high quality standards (precision), in fact.

So long, and tks again everyone. ;)
Reply #6 Top
Oh yeah... Milkshape. It's true, it actually DID load up anything i could throw at it including GC models by going through the DirectX MeshTools utility given.
Again, one small problem; can't use it anymore!! Trial-Time (UN-Registration) lapsed. Bye-Bye.

Really_Very_Highly FRUSTRATING, if you ask me.
Reply #7 Top
Kryo - What soft was used to do the actual in-game models that we have now? Is there a specific method reliable enough to ease our work? Based on previous and current SD developpers experience, that is.
End of quote


3D studio max and panda, AFAIK.
Reply #8 Top
Oh yeah... Milkshape. It's true, it actually DID load up anything i could throw at it including GC models by going through the DirectX MeshTools utility given.Again, one small problem; can't use it anymore!! Trial-Time (UN-Registration) lapsed. Bye-Bye.Really_Very_Highly FRUSTRATING, if you ask me.
End of quote


Hmmm, Reasonably priced shareware that does the job. I think the idea is to reward the author by "purchasing" the product. Don't get frustrated, support the cause, help the little guy vs the big corporations. Not just Milkshape, but the whole idea behind shareware.
Reply #9 Top
The frustration comes more about ME not having the stupid extra-cash to encourage this specific shareware as opposed to the hundreds more which may be nice enough but not worth any of the money invested, in all honesty.

Tough choices to make_made, as an example...
I bought VGA_Planets (somehow pretty similar to GC1, btw) from Tim Wisseman back in 1993!
And happily gave the whole 15$ to Everett Kaser for Sherlock in 92, also.
Yup, DOS stuff... the good'ol days.
And that's only TWO of the many occurances over the years since.

Freewares are waaaayyyy different than commercial ones (X-Com_UFOD_TFTD pops to mind) as they are based on trust rather than distributed straight into legal outlets in the normal fashion.

And, if Kryo says SD modelers used 3dsMax to create the ships i **bought**, exported the results in DirectX with Panda... then, it simply means that i must find a legal (as in actually -- paid for personal assets) way to DO mines the proper way, too!

It's just that 20$ here, 25$ there - only to end up with a bunch of installed softwares, which i may only use for a few months or so is not really my idea of efficiency. Mind you, i'm no mogul either. Gotta be careful how i handle the incoming steady flow of cash for anything (including life itself, like everyone else) i do.

Which is why i was asking for advice or help as to what is the best 3D stuff (freeware, shareware - only!) to perform what i want - in reasonable time (learning curve) and in a relatively affordable (dunno, 10$ or less sounds about right for the task) gap.
Reply #10 Top
This post makes much more sense than your frustrated one. It really did read like you were unhappy that it dare timeout on you.

I don't blame you for what you want to do. I did the very same thing. I have all the parts in 3d max and build my ships there. i then export them to the game. IMHO you can design better ships this way. No limitation to hardpoints. So don't give up, find a way to get unfrustrated, I'm sure your creativity will be better.


BTW you won't be limited to just using the gc parts, there is so much you can do with other parts too. Take a peek at the link below at some of my other works.

http://www.i-mod-productions.com/showthread.php?t=1011

Reply #11 Top
Oh, bring up your questions on that forum, guys there are experts in blender and stuff like that. Sure would be glad to have you join us.
Reply #12 Top
This is not much help but there is a DXViewer that lets you view .X files it comes in the DirectX SDK download.

you might be-able to find just the Viewer

Nasty
Reply #13 Top
Kay all... so far, so good.

The DirectX SDK, yup this is ANOTHER thing i would have to install - just to see if it may just fit the contract. And yet, my drives are still filling up with candy bars and sour cream. See, the answer lies more in MY willingness to work at it -- the easiest way.
After all, the task will certainly be a heckofaride.

Patience. Time. Sweat. Ya know!!

I will happily continue this quest until i reach the goal; provide this community with hundreds of genuine X-Com ships. Fast & real... UFOs, Avenger, Apocalypse_Retaliator - name it.

Must get busy. Now, today, immediately. :)
Reply #14 Top
Alright, Edward... went to I-Mod and registered. Let's see what comes of that new source of information.
So far, that place looks pretty nifty and may just be what i will need later on.
Thanks for the link.

(PS; I had already made a quick visit overthere before, and decided to wait -- it looks that now was the time to react!)
Reply #15 Top
you should be very happy with I-Mod you should find it very useful for all things about modding.
Reply #16 Top
Coming from YOU, fox... i'm even confident it is. Lots of reading yet to do and much more actual software testings -- but i'll get there, sooner than never.

btw, NastyTang - that DirectX Viewer is a really nice tiny screwdriver added to my toolbox. Thanks.