Problems Loading .x files in Irricht Engine that work in DX

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JamesCobras
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Post by JamesCobras »

hybrid wrote:I tried to convert the files with MView.exe.
Convert? Why? They work fine don't they in DX view (=MView?).

Anyway here are the non binary files, a copy and paste job unfortunately.

http://www.freewebs.com/jamescobras/outputnonbinary.x
hybrid
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Post by hybrid »

The old MView.exe can save the files into another .x file, thereby changing to binary or text and fixing problems. I hope you did your text file another way...
JamesCobras
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Post by JamesCobras »

hybrid wrote:The old MView.exe can save the files into another .x file, thereby changing to binary or text and fixing problems. I hope you did your text file another way...
Nice where can i get it? Also Okino Poly trans has loads of options and thats 1 of them. ANSI? and Binary. Any links to the old Mviewer? Also hows the problem fixing going, anything i can do to help? Files etc?
hybrid
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Post by hybrid »

It's part of old DirectX SDKs, don't know when they exchanged it with the currently used version. But the 2004 SDK still has it.
No other updates, yet.
JamesCobras
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Post by JamesCobras »

hybrid wrote:It's part of old DirectX SDKs, don't know when they exchanged it with the currently used version. But the 2004 SDK still has it.
No other updates, yet.
Thanks i've found it. it looks fine even in the old mesh view. Ihave done some looking around to see if any thing can load it properly.

Ogre : Doesn't load .x and doesn't work with any Ogre exporter from Max as errors happen when you try to render it using several .mesh viewers.

DirectX sdk examples: Fine if you take the Mview code but not so good if you take the Multianimation sample code, altho there is no mesh distort just translation and skinning problems on parts of the mesh (i.e. some parts don't move.)

Dark Basic / Dark GDK : Perfect! although slow animation, and the program isn't the best.

I'll try to get the mesh load code from The Games Creators (dark basic) it may improve the .x loading system in Irrlicht.
Steel Style
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Post by Steel Style »

Just une Pandasoft exporter should working fine
http://www.andytather.co.uk/Panda/direc ... loads.aspx
JamesCobras
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Post by JamesCobras »

Steel Style wrote:Just une Pandasoft exporter should working fine
http://www.andytather.co.uk/Panda/direc ... loads.aspx
Here is a list of all the .x exporters i have tried:

kW-xport:
Irr Meshview = Crash
DX viewer = Error cannot load model

Panda:
Irr Meshview = Loads but higly distorted, animation does play though as there are parts moving. The model and it's parts seem to be in the right places.
Dx viewer = Error cannot load model

Okino Polytrans with 3dsmax plugin:
Irr Meshview = Nothing loads, or i can't see the loaded file
Dx viewer = Displays perfectly

Putting them through an old DX mesh viewer and then resaving is the next thing i'm going to try.

kW-xport:
DX old viewer = Error cannot load model

Panda:
DX old viewer = Error cannot load model

Okino Polytrans with 3dsmax plugin:
DX old viewer = Model loads in fine, saves fine, reloads fine in both DX new and DX old.

Irr Meshview = A file does load this time although it is very distorted and has been rotated 90, i.e. lying down on his back, there is evidence of animation running.


Conclusion:

The .x file form Okino is fine as it loads in DX viewer with no errors.
X-port doesn't work with Irrlicht (i've had a look and it is suppose to be used with xna)
Panda might work but the Irrlicht .x importer doesn't.
Okino .x should work but the Irrlicht .x importer doesn't.

There is two things left that could be wrong:
The 3ds max 9 software (doughtful)
The .max file (maybe)

These "loose ends" can be checked quite easily:
Someone gives me a simple .max file that seems to exports fine on each of the exporters and can be imported into Irrlicht.

If none load = Irrlicht .x importer doesn't work or Irr mesh viewer doesn't work.

If some load then there is a different problem.

Edit: just had a thought, maybe the settings are wrong in the Panda and kW exporters, just so everyone knows they are basically on defaut settings and so should work fine.

Changed bone structure from Physique to Skinning and Biped to Bones.
The results are identical to the above post
JamesCobras
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Post by JamesCobras »

I have at last found something that can render it with no problems, and it animates fine. The skinning DX sample works perfectly. Any chance of the engine being changed to load like this or any code to allow this?

Also, this isn't a dig by the way, but if the x file loads fine in Dx view shouldn't it load fine in Irrlicht, especially if it loads fine in a dx example.

So if anyone has a moment can they just look into this as i think it is a major probelm and fixing this could dramatically improve the engine.
hybrid
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Post by hybrid »

I've just commited revision 1607, which fixes loading your files. However, the transformations still seem to be wrong in some places, so the mesh is still not usable, yet. It won't crash or exit now, though.
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