Quote:
Atrocities said:
Ok, here is what I discovered. Yes the file I opened was already in X format. However the X format that it was in could not be opened by the X-viewer. When I opened the X file with the above mentioned program I was then able to resave it as an X file that the X viewer was able to open.
So if the orignal file has an X model in it, I can open it and save it in a manor that SE V can read. If it doesn't have said file, then we still need a way to convert MOD files to another format such as 3ds, LWO (One that works), or X.
|
SFC and SFC 2 use .MOD with BMP textures for the models. SFC 3 use .MOD/BMP with a .X file as well. So any models you find for SFC 3 will have a .X file. Yet that file is not in a format that SEV understands.
If you have a .MOD file, that doesn't have a .X you can use the Recacher utility in this tools set...
http://www.nightsoftstudios.com/Down...modeltools.zip
Basically you run the recacher, open the .MOD with it, and then look in the folder where the .MOD is and you should see a .X file.
Also if you have 3dsMax 4.0 or 5.0, there is an importer/exporter for .MOD, and I believe there is a .X exporter as well...
Also on the Direct X question...I beleve that the .X for SFC3 is in binary, and the ones for SEV are ASCII. Another problem with this is that SEV uses DX7, I'm sure most of the .X files might be in 8.1 or even 9...