Exported .x file not showing texture in DirectX Viewer.

I mapped a texture onto the default blender cube and exported it as an .x file then loaded it in the DirectX Viewer and got this warning message.

“Tangents and Binormals cannot be generated without TEXCOORD0 please use DXOps to UV-Atlas your mesh.”

I’m just starting to learn how to model and I’m not sure what the warning message is talking about. How do I fix this?

I don’t know if this information is still up to date, but I heard about this other .x exporter script for blender that is supposed to work better. You can download it here:
http://xoomer.virgilio.it/glabro1/python236.html

the filename is DirectX8Exporter236.py

Supposedly you just put it in the scripts folder of your blender install and it works, but I would guess that you need to rename it to mach the other one: DirectX8Exporter.py
You should keep a backup of the old export script just in case you want to use that one again later.

-THe x file supports UV textures.So you need to UV map
the cube and then texture it.Thn you can export it.
-If this doesn’t solve your problem let me see the
.x exported file.

Ben

…ahh you must put the texture image in the
.x file folder

Ben

It doesn’t help that the directx exporters (okay ALL exporters :P) for Blender are sketchy at best. The directx exporter that works the best still has an annoying glitch: If your texture is untitled.jpg, it will write “untitled.jpg.001” into the .x file. So you need to open it up in a text editor and make sure that the exporter isn’t playing a prank on you. :stuck_out_tongue:

And yes, that one is the best exporter… the other ones I used didn’t even bother to write the UV map data to the .x file. That’s sort of… essential, don’t you think? shrug

hi

I havent had problem with missing texture in X exporter. If you are still having problems please post the blend file here, and we can have a peek at the problem

Geoff