Thread: OpenZone 6.3
View Single Post
  #3  
Old 09-25-2005, 03:12 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

The problem with .X is that I don't have any code to import it. I suppose I could write some but I'd rather not if I can avoid it. .3DS does support keyframe info, but I don't know if it supports skeleton animation. I've never seen an example of a .3DS fle that had keyframe info in it to know. If you have an animated model, even a .X version is better than nothing, since I can at least try it in various converters and try to determine what changes need to be made to OpenZone to support animated objects.

By the way, there were a couple of additional changes to OpenZone that made it into 6.3 that I failed to mention:

1. If you select a pure mesh object (like one that was imported from a .3DS file) without selecting a polygon, you can now use the Edit Polygon Properties dialog to change ALL polygons in the object at once. Handy if the texture name was chopped by the .3DS conversion and you want to assign the correct texture to them all.

2. Altered the small mesh library 3D viewers so the origin is always at the object's origin. Useful so you can see how objects will be placed, especially for weapon models so you can see where the "handhold" position is.

Last edited by Windcatcher; 09-25-2005 at 11:16 PM..
Reply With Quote