Что делать?
Хочу файл .3Ds перевести в .x с помощью conv3Ds, но при запуске программы, она просто вылетает. ЧТО ДЕЛАТЬ!!??
Модератор: Mikle
How to use it
-------------
At its simplest you can run it with no options and it will (endeavour) to
produce an X file containing a hiearchy of frames. For example:
conv3ds file.3ds
will produce an X File file.x. Use Frame::Load to load the frame.
If the 3ds file contains key frame data then you can produce an X file
which contains an animation set using the -A option. For example:
conv3ds -A file.3ds
Use AnimationSet::Load to load the animation.
If you want to make an X file containing a single mesh made from all the
objects in the 3ds file then use the -m option.
conv3ds -m file.3ds
Use MeshBuilder::Load to load the mesh.
Other useful options
--------------------
* The -T option will wrap all the objects and frame hierarchies in a single
"toplevel" frame. This enables you to load all the frames and objects in
the 3ds file with a single call to Frame::Load, using the default options
(ie. Load the first toplevel frame hiearchy in the X file). The frame
containing all the other frames and meshes is called "x3ds_filename"
(without the .3ds extension). When used with the -m option this option has
no affect.
* The -s option allows you to specify a scale factor for all the objects
converted in the 3ds file. For example
conv3ds -s10 file.3ds
will make all the objects 10 times bigger, and
conv3ds -s0.1 file.3ds
will make all the objects 10 times smaller
* The -r option reverses the winding order of the faces when the 3ds file is
converted. If after converting the 3ds file and viewing it in D3D, the object
appears "inside-out" try converting it with the -r option. All Lightwave
models (see notes below) exported as 3ds files will need this option.
* The -v option turns on verbose output mode. Specifiy an integer with it.
The only useful (currently) integers are:
-v1, print out warnings about bad objects and general information
about what the converter is doing
-v2, print out basic keyframe information, objects being included in the
conversion process, and information about the objects while being saved.
-v3, very verbose (mostly useful for debugging) information.
The default is -v0.
* The -e option allows you to change the extension for texture map files. For
example:
conv3ds -e"ppm" file.3ds
and file.3ds contains objects which reference the texture map file brick.gif,
the X file will reference the texture map file brick.ppm. The converter does
not convert the texture map file. The texture map files must also be in the
D3DPATH when the resulting X File is loaded.
* The -x option forces conv3ds to produce a text X file, not a binary
X file. Text files are larger but can be hand edited easily.
* The -X option forces conv3ds to include the D3DRM X File templates in
the file. By default the templates are not included.
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