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Kawahee

Problems with .X

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Kawahee    127
Hello, I''ve been going at game programming for a bit now, but now I''ve hit a little snag. I just made a house in Lightwave 7.5, and exported it to a .X file in Deep Exploration. When I loaded it into my .X viewer, only the brick walls were textured (1st layer in Lightwave, too), I checked the .X file out in Deep Exploration, and it gave me this frame heirachy Frm `object7 `Frm6 `object6 `Frm3 `object4 `Frm1 `object2 I''m basically using the DirectX 8.1 SDK source to load the .X file in [see below] Any help would be much appreciated. #include "global.h" #include "core.h" DWORD End; float theta = -15.0f; float alpha = 1.0f; float beta = 150.0f; LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem D3DMATERIAL8* g_pMeshMaterials = NULL; // Materials for our mesh LPDIRECT3DTEXTURE8* g_pMeshTextures = NULL; // Textures for our mesh DWORD g_dwNumMaterials = 0L; // Number of mesh materials LPD3DXBUFFER pD3DXMtrlBuffer; struct CUSTOMVERTEX { FLOAT x, y, z; // The untransformed position for the vertex. DWORD color; // The vertex color. }; void Frame(); void LoadMesh(char* Filename); cApplication App; cGraphics Graphics; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iShowCmd) { App.m_hInst = hInstance; App.Run(); Graphics.Init(App, App.m_hWnd); LoadMesh(); while(App.msg.message != WM_QUIT) { if(PeekMessage(&App.msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&App.msg); DispatchMessage(&App.msg); } Frame(); End = GetTickCount(); //while((GetTickCount() - End) < 33); } return(0); } void Frame() { Graphics.GetDeviceCOM()->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); if(KEY_DOWN(VK_UP)) theta+=0.1f; else if(KEY_DOWN(VK_DOWN)) theta-=0.1f; else if(KEY_DOWN(VK_LEFT)) beta+=0.1f; else if(KEY_DOWN(VK_RIGHT)) beta-=0.1f; else if(KEY_DOWN(VK_INSERT)) alpha+=0.1f; else if(KEY_DOWN(VK_DELETE)) alpha-=0.1f; else return; D3DXMATRIX matWorld; D3DXMATRIX matView; D3DXMATRIX matProj; D3DXMatrixRotationY(&matWorld, beta); D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3( 0.0f, 3.0f, theta), &D3DXVECTOR3(0.0f, alpha, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f); Graphics.BeginScene(); Graphics.ClearZ(); for( DWORD i=0; i { // Set the material and texture for this subset Graphics.GetDeviceCOM()->SetMaterial( &g_pMeshMaterials ); Graphics.GetDeviceCOM()->SetTexture( 0, g_pMeshTextures ); // Draw the mesh subset g_pMesh->DrawSubset( i ); } Graphics.GetDeviceCOM()->SetTransform(D3DTS_WORLD, &matWorld); Graphics.GetDeviceCOM()->SetTransform( D3DTS_VIEW, &matView ); Graphics.GetDeviceCOM()->SetTransform( D3DTS_PROJECTION, &matProj ); Graphics.EndScene(); Graphics.Display(); } void LoadMesh(char* Filename) { if(FAILED(D3DXLoadMeshFromX(Filename, D3DXMESH_SYSTEMMEM, Graphics.GetDeviceCOM(), NULL, &pD3DXMtrlBuffer, &g_dwNumMaterials, &g_pMesh))) PostQuitMessage(0); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); g_pMeshMaterials = new D3DMATERIAL8[g_dwNumMaterials]; g_pMeshTextures = new LPDIRECT3DTEXTURE8[g_dwNumMaterials]; for( DWORD i=0; i { // Copy the material g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; // Create the texture if( FAILED( D3DXCreateTextureFromFile( Graphics.GetDeviceCOM(), d3dxMaterials[i].pTextureFilename, &g_pMeshTextures[i] ) ) ) { g_pMeshTextures[i] = NULL; } } pD3DXMtrlBuffer->Release(); } I''''m a signature virus, copy me into your signature and help me spread!

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SGreth    218
In my experience with LW (from a programming perspective) I haven''t found many exporters that convert LW features into the .X file format very well. You usually need to restrict your artists very severely to get the expected .X format that you need. Perhaps the next version of LW will be a little more game-developer friendly.

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Guest Anonymous Poster   
Guest Anonymous Poster
Yeah, thanks.
I had to export it as a no frames object, and I also fixed up my loader code a bit.

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