I'm designing my 3D models for my game in Doga as it is by far the easiest 3D program I've ever come across (which means I have sufficient skill to use it!) If only there was a sketchup to .ddd converter *SIGH*
Unfortunately the .X format it exports can't be converted to .ddd format by the converter that comes with GLBasic. It gives an error that the minor number of the version of the saved file is greater than 03.
So therefore, does anyone either
A) have a way to convert later versions (assuming it's not a bug in the .X conversion utility) of DirectX .X files to .ddd so I can use them in GLBasic, or
B) know of any free tool that I can use to convert from either .dxf or .wrl (the other formats Doga exports) to a format that I can then convert to .ddd?
I'm going to try tonight to export the model to Metasequoia first, and then export to a suitable format from there as that should hopefully work, but does anyone have any other suggestions?
With DOGA export as DXF - Convert3D will be able to cope with that okay.
No colours or textures are dealt with - so you just get a grey object.
Thanks MrTAToad. I'll try that, it'll be one step quicker than my current technique. I found out last night that I can do DOGA -> SUF format -> Metasequoia -> 3DS format -> Convert3D -> ddd format.
Now I just have to work out
A) How I can texture in DOGA / Metasequoia (when I work out how to do it with the Engrish documentation) and get a textured ddd object showing. That's also assuming I don't have to figure out UV coordinates, drawing on unwrapped textures and all sorts of other things to further complicate my attempts to learn 3D.
and
B) Why my models are so HUGE compared to my 3D environment within GLBasic. Once I work out what the options for scaling mean and what the relationship between DOGA units and GLBasic units is there's only my distinct lack of artistic ability to stop me! =D
It would be nice of Convert3D could handle a textured object directly, but as far as I know you will have to UV ccordinate a texture - which would have to be done in something else other than Doga L3...
When exporting in Doga, increase the scaling factor just before the save.
So I have to figure out how to unwrap my object and texture it too? *sigh* :'(
Anyone for a game with just grey objects?
I'll search the forum and hope some else's post can save me some time figuring out what to do.
Yes, I haven't found an easy way to (decently) texture objects yet...
anim8or textures things nicely..3ds export, bt only one frame.
Hemlos, if you export in 3ds format what happens to the texture when you convert 3ds to ddd? If what I've read is correct, the 3ds file contains the bitmap (texture image) data within it, whereas the ddd seems to reference an external bmp texture file. if that's the case, does the GLBasic convert write out the bitmap data from the 3ds file to a separate texture image?
Apparently Truespace (Free) will also export the unwrapped texture as a png/bmp file. I'm not sure if it's multi frame or only one though.
This is what you do.
1. Make a texture file, it can have different colors and sections.
2. make an object with any program(i use anim8or)
3. Convert the object to a mesh, and make sure it is ungrouped, or join the objects if you need to...but dont group, this wont work i dont think..perhaps you can experiment here.
4. use the UV texture map tool to stretch and fit the bmp on your object(ez in anim8or).
5. Save it, and then export to 3ds...you export each object individually.
6. convert to ddd(check 1 frame)
7. in glbasic, X_LOADOBJ 1
8. LOADSPRITE 1
9. X_SETEXTURE 1
10. X_DRAWOBJ 1
thats it
keep in mind not to use too many triangles as this increase the load time in glbasic games
also, it cant be a sequence nor a figgure.
It takes practice to texture an object in a 3d program, basically you move stretch twist flip rotate the texture around till it looks exactly the way you want it.
remember:
1. make each part a mesh
2. then texture each part
3. join solids, afterwards, (not group)
4. export
It all looks straightforward enough. The thing I had been confused about was that I thought the textures were part of the 3D model.
I'm not sure what you mean by grouping verses joining, but I'll look up the anim8or pages and see what the difference is. What I think you are saying is that if you've created multiple objects (eg a hand and a ball) then don't join/group them or you won't be able to move the ball without moving the hand as well as they'll be exported as one object rather than two. Is that right? Or are you talking about joining/grouping with only one object (eg. just the ball)
You can start a project.
You build a ball, select the obj, then in 'build' tab, select, 'mesh', then texture it with UV.
You can build a hand, the same way.
At this point you have two objects, and you can select one, and export it.
If you want them to be together as a single object:
Select both objects, then select 'build' tab, then 'join solids' option.
Now you can select the Hand and ball as one object, and you can export this.
Now you have your balls in your hands.
*laugh* Well said =D
Just wanted to reitterate here...
You can use AC3d to convert to and from dozens of object format, to .ddd
The plugin comes with GLBasic in the GLBasic directory, you place this file in your ac3d plugin directory.
Youll find the format extension in ac3d in the export list.
The only problem is that AC3D is $80US... A converter within a free software package that already supports a lot of formats like Blender would be of great benefit to the community. Anyone out there know enough about one of the popular free modellers to write a plugin for .ddd format?
Blender. For import/export it should be easy enough to use. You can also convert 3ds files.
Blender is so hard to learn tho....i still cant figgure it out.
BY THE WAY Gernot:
Anim8or is now version 97a, and it supports plugins and scripting now.
It does export .3ds, which can be converted into 1 frame .ddd.
And two questions for you gernot:
How did you make moon.md2?
And what did you use to convert it to .ddd with all the frames??
the md2 is just a model from any package. You can use the md2 files to convert them to .ddd using the 3D convert program.
You can also write an export filter for Anmi8or, if you're cool. The dda file format (ascii) is open.
http://www.glbasic.com/forum/index.php?topic=3924.0 (http://www.glbasic.com/forum/index.php?topic=3924.0)
You can write a GLBasic program that opend a .dda file and X_SAVEOBJ make a .ddd file from that. You can then inject that into your script to create .ddd files.
Quote from: Kitty Hello on 2009-Dec-07
You can also write an export filter for Anmi8or, if you're cool. The dda file format (ascii) is open.
You can write a GLBasic program that opend a .dda file and X_SAVEOBJ make a .ddd file from that. You can then inject that into your script to create .ddd files.
The 3d converter will not convert a .dda file?
I would have created a dda to ddd object converter in the past, but i really have not seen any use for this, until now.
I will try to see if i can figgure out how to make an export filter for anim8or, thank you!
:nw: