akula
01-21-2006, 08:20 PM
So I have been spending a little time looking at the model format and thinking about how someone might build a converter to go from say ALO to .X files. Unfortunately, I really don't have the time it takes to build a program like that right now, but if someone does heres what you would have to do.
FIRST the ALO model format looks roughly like this
1. Some names and info on pointers to other objects that this mesh might require???
2. The DirectX(.fx) effects file to apply to the mesh, this is not the same as the animation effects file(.ala)
3. Emissive, Diffuse, Specular, shininess, and colorization of the mesh, UVoffset
4. Basetexture name
5. Normaltexture name
6. An array of alD3dVert's the actual type of alD3dVert is specified by the name(NOTE this maybe a custom FVF vertex format created by them)
Repeat 2-6 for any damaged(BUT NOT DESTROYED) versions of the model.
SECOND load the file into your program that references the DirectX SDK, and create a mesh with the Vertices's in the array
THIRD call on your mesh object SaveMeshAsX which will save the mesh to a .X file which can then be modified in Maya or a similar program.
The reverse is equally as easy all you have to do is start with the D3D mesh lock the vertex buffer and unload them into an array with parts 1-5 in it.
Hope the helps!!!
FIRST the ALO model format looks roughly like this
1. Some names and info on pointers to other objects that this mesh might require???
2. The DirectX(.fx) effects file to apply to the mesh, this is not the same as the animation effects file(.ala)
3. Emissive, Diffuse, Specular, shininess, and colorization of the mesh, UVoffset
4. Basetexture name
5. Normaltexture name
6. An array of alD3dVert's the actual type of alD3dVert is specified by the name(NOTE this maybe a custom FVF vertex format created by them)
Repeat 2-6 for any damaged(BUT NOT DESTROYED) versions of the model.
SECOND load the file into your program that references the DirectX SDK, and create a mesh with the Vertices's in the array
THIRD call on your mesh object SaveMeshAsX which will save the mesh to a .X file which can then be modified in Maya or a similar program.
The reverse is equally as easy all you have to do is start with the D3D mesh lock the vertex buffer and unload them into an array with parts 1-5 in it.
Hope the helps!!!