Yay I got the .x exporter in. It still needs a bit of refinement, as there is no exturing in yet (and so the model is invisible) but here is what is exported:
+ Code Snippetxof 0302txt 0032
// DTEdit .x export - exporter written by David Tattersall
Header {
1;
0;
1;
}
Mesh object0 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
30,5,22;;
}
8;
60;20;32;,
40;20;32;,
40;20;52;,
60;20;52;,
60;10;32;,
40;10;32;,
40;10;52;,
60;10;52;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Mesh object1 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
30,5,-18;;
}
8;
60;20;-8;,
40;20;-8;,
40;20;12;,
60;20;12;,
60;10;-8;,
40;10;-8;,
40;10;12;,
60;10;12;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Mesh object2 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
-30,5,22;;
}
8;
0;20;32;,
-20;20;32;,
-20;20;52;,
0;20;52;,
0;10;32;,
-20;10;32;,
-20;10;52;,
0;10;52;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Mesh object3 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
-30,5,-18;;
}
8;
0;20;-8;,
-20;20;-8;,
-20;20;12;,
0;20;12;,
0;10;-8;,
-20;10;-8;,
-20;10;12;,
0;10;12;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Mesh object4 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
0,5,-28;;
}
8;
60;20;52;,
20;20;52;,
20;20;212;,
60;20;212;,
60;10;52;,
20;10;52;,
20;10;212;,
60;10;212;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Mesh object5 {
FrameTransformMatrix {
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
0,0,0;;
}
8;
0;0;0;,
0;0;0;,
0;0;0;,
0;0;0;,
0;0;0;,
0;0;0;,
0;0;0;,
0;0;0;,
12; // 12 faces in a cube
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // and so on
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
Wow that was hard but also fun. Thanks go to the kind soul at Microsoft who wrote the .x specification - a real help.