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View Full Version : Art of Illusion .X Export Plugin


Ed Kolis
August 28th, 2005, 05:38 AM
http://kolis.dyndns.org/ed/prog/exportX/exportX.zip
Now you can export to .X out of Art of Illusion, opening up a whole new way of making models for SE5 and Starfury! http://forum.shrapnelgames.com/images/smilies/laugh.gif (Well, you could export to .OBJ and convert, but that's a pain... http://forum.shrapnelgames.com/images/smilies/tongue.gif)
Note that 3D textures are unsupported, as are materials - the former because neither I nor the author of AoI know how to do texture baking, and the latter because internal materials are simple not supported by Direct3D, AFAIK.
Yeah, so I started on this when my SweetPotato code kinda got screwed up and I decided to work on something else... do you think this is better? Maybe I should abandon SweetPotato and just work on plugins for AoI? It certainly was less work, because I had so much to build on! http://forum.shrapnelgames.com/images/smilies/wink.gif (The plugin is based on the .OBJ export code from AoI, by the way http://forum.shrapnelgames.com/images/smilies/tongue.gif)

Strategia_In_Ultima
August 28th, 2005, 03:30 PM
You posted this thing twice. There's an identical post just below this one (though not anymore after I click Continue) and you might want to consider removing it for clarity.....

Ed Kolis
August 28th, 2005, 05:41 PM
Oops, sorry... didn't think it got through at all... http://forum.shrapnelgames.com/images/smilies/frown.gif

edit: this morning I came up with an idea for how to make it export 3D procedural textures... not sure if it'll work or how fast it'll be, but you can see what I have in mind here:
http://sourceforge.net/forum/forum.php?thread_id=1342645&forum_id=47782
(no code yet, just an algorithm I came up with...)

atari_eric
August 28th, 2005, 10:55 PM
3D textures? Are those the textures that are "Skinned" on the surface? Or are those a different type (and, therefore exportable)

Thanks for creating this; as a DirectX programmer, and a AoI user, this could come in really handy.

Ed Kolis
August 29th, 2005, 01:12 PM
No, the 2D textures are the ones that are skinned; the 3D ones are actually computed at every renderable point on the surface when the object is rendered, which means to export them to an .X file, they need to be converted to 2D textures by a process known as "texture baking" (which I'm currently working on adding to the plugin http://forum.shrapnelgames.com/images/smilies/wink.gif). 3D textures are really nifty because you don't have to worry about seams and distortion and UV mappings and such.

Glad to be of service! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Ed Kolis
September 10th, 2005, 07:06 PM
Anyone who has downloaded this plugin (especially the WIP version where I was working on the 3D textures), please contact me; I need it back! http://forum.shrapnelgames.com/images/smilies/frown.gif

Ed Kolis
September 13th, 2005, 02:48 PM
HAPPY DAYS AND JUBILATION!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
I've got the plugin exporting 3D textures now!!!
http://kolis.dyndns.org/ed/prog/exportx/exportX-1.1.zip
The textures do have a lot of "creases" between triangles because I'm not actually unwrapping the model onto the UV map, but it's way better than nothing! http://forum.shrapnelgames.com/images/smilies/laugh.gif