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Author Topic: Flubber Text Took  (Read 219 times)

atomiX

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Flubber Text Took
« on: July 26, 2004, 11:20:00 PM »

after you select the text, click the MODIFY button to edit the text to what you want.
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ynwa

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Flubber Text Took
« Reply #1 on: July 27, 2004, 04:24:00 AM »

Cant get the sample text to open to click on modify. How do you load the sample text?
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clogicgmather

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Flubber Text Took
« Reply #2 on: July 27, 2004, 04:39:00 AM »

FILE >> OPEN and select the max file you downloaded. Im sure theres more to your question, are you getting an error when trying to open the max file you downloaded?

Guy
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clogicgmather

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Flubber Text Took
« Reply #3 on: July 27, 2004, 05:27:00 AM »

Here are the max files you need

Max Files

Guy
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nimbles

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Flubber Text Took
« Reply #4 on: July 27, 2004, 06:01:00 AM »

i don't seem to be able to get this to work either- i've got to the point where i've created the text (xbmc) in 3ds max 6, i've converted the text to an editable mesh, its in bounds

my first proplem is when it comes to exporting as a dxf file- i don't get the options mentioned on the  tutorial:
QUOTE
A Export DXF file window will open, leave SAVE TO LAYERS as BY OBJECT and click OK


i get a box with a drop down menu with Export version
QUOTE
AutoCAD 2004 DXF
AutoCAD 2000 DXF
AutoCAD R12 DXF


then a radio button for either Entire Scene, or Selected objects

and then a box with tick boxes:
QUOTE

Convert Instances to Blocks
Skip Hidden Objects
Ignore Extrude Capping


And now the big puzzler for me- Downloaded and installed the trial version of deep exploration and- it doesn't recognise the .dxf file extension

so i go back to 3dsmax and export the converted text to a .3ds, file which does get picked up by deep exploration, i then follow the rest of tut to the letter, and use the .x file with the Flubber Text editor, and i get no text where its supposed to be but what looks like maybe a bit of the text alittle above and to the right of the X logo,

(settings in flubber editor- green everything, white splash screen, (bios itself had been edited for F: boot in xbtool previously)

any help would be appreciated- gonna uninstall and reinstall the trial version of deep exploration see if that helps in the mean time
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clogicgmather

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Flubber Text Took
« Reply #5 on: July 27, 2004, 07:49:00 AM »

O.k Use Deep Exploration 2.0 as 3+ use 4 digit coords, it might be possible to change this in the newer versions of DE but im in work and cant check.
DE needs plugins to support DXF files, it should prompt you and ask if you want to download them, if not search for DXF plugin. Alternatively just export as a 3DS file.
With 3ds 6 just before you export right click on the mesh and select convert>>Editable mesh, when you export the DFX file just leave all the settings default and it will be fine.
Summary
- Export as 3ds if unsure
- Use DE 2.0 or ensure coords arent 4 digit in your xfile.

Oh and make sure you invert faces in your x file.

Guy
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nimbles

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Flubber Text Took
« Reply #6 on: July 27, 2004, 09:03:00 AM »

Thanks for taking the time to help out clogicgmather- i wish i could be of some more help but this is all new to me sad.gif

i'm at work too at the mo- so will have to try again when i get back

just been googling can't seem to find a link to a trial version of DE 2.0, there are reviews and links to 2.0 downloads but they are redirections to author's site and the version on there is 3.56.xxx sad.gif

so it'd be ok to export the mesh as a 3ds file?

if that's the case it must be what you were saying about DE-

i looked at the the .x file created and compared it with the sample xenium.x file that came with the flubber-text editor, from what i can see the co-ordinates are completely different so it seems like a scaling & transformation issue.

this is what the beginning of the xenium .x file looks like:

CODE
xof 0302txt 0032
Header {
1;
0;
1;
}
Frame _Model_Space {
  FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}
Mesh _Model_Space1 {
140;
-79.851677;-35.972374;-41.234894;,
-79.851677;-34.151814;-41.234894;,


where as this is what the beginning of my xbmc.x file looks like:

CODE
xof 0302txt 0032
Header {
1;
0;
1;
}
Frame SAMPLE {
  FrameTransformMatrix {
3.125983,0.000000,0.000000,0.000000,
0.000000,0.000000,-2.030049,0.000000,
0.000000,1.718721,0.000000,0.000000,
-40.806892,-46.537933,-41.234894,1.000000;;
}
Mesh SAMPLE1 {
117;
-9.364568;0.000000;4.547969;,
-8.902180;0.000000;4.723097;,


if this helps at all, the mesh cooridnates go on like this the middle co-ordinate (i assume y) is zero everywhere, and the other two co-oridinates are at least one order of magnitude less than the in the xenium.x example- so i'm guess ing that actually that is my logo above and to the right of the X logo, its just much smaller, squsihed and in the wrong place smile.gif

do you think this is correctable manually with a text editor- because the chances of me finding a trial version of DE2 seem slim to none
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clogicgmather

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Flubber Text Took
« Reply #7 on: July 27, 2004, 09:16:00 AM »

Heres the link for DE 2.0 buddy DE 2.0 (type in Deep exploration into google, 3rd link down downseek.com)
When i get home if you still havent suceeded ill make you an xbmc mesh as i wouldnt mind that one myself, you'll be able to find the link for it when i get back at xbhacker.co.uk in the forum there theres posts of user submitted x files.

Guy
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nimbles

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Flubber Text Took
« Reply #8 on: July 27, 2004, 09:32:00 AM »

D'oh you're right mate! I think i was looking for Deep Exploration 2.0  huh.gif

thanks i'll give it a bash when i get home then- no doubt it won't match up to yours

i'm trying to locate the font they use for the logo- but the ttf link on their downloads site is dead- the closest i could get to look like the xbmc logo was the comic sans font- but thats not really even close  dry.gif

i've posted in the xbmc forum asking for the ttf font but so far no joy

they have a the basic logo slihouette in the logo pack but that's a png (black writing on white/transparent background) but i dunno if thats do-able- definitely not by me- maybe for someone who knows what they are doing wink.gif

I'll give this a try but will probably use yours even if i get it working!

Thanks for the help though mate, much appreciated
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clogicgmather

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Flubber Text Took
« Reply #9 on: July 27, 2004, 01:21:00 PM »

My bad you cant export as 3ds because it gets screwy with the values, just made a load new x files made from exported dxf's and they all seem fine.

Guy
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nimbles

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Flubber Text Took
« Reply #10 on: July 27, 2004, 01:42:00 PM »

sad.gif

did you make a xbmc logo? save me (and probably you wink.gif) the hassle of being spoon fed the method  laugh.gif
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nimbles

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Flubber Text Took
« Reply #11 on: July 27, 2004, 02:15:00 PM »

smile.gif
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pdottz

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Flubber Text Took
« Reply #12 on: July 27, 2004, 02:35:00 PM »

nimbles.
I made this one a while ago to boot up xbmc only. I havent changed the flubber since that info hasn't been released yet.

http://members.cox.n...bphoneslogo.avi

x2.4979.67 and x2.4981.67 bios'



clogic.
sorry I couldn't test ftt. something went bad with my xbox and it turns out it was a lose connection inside for the control ports. cant wait to test this though.

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nimbles

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Flubber Text Took
« Reply #13 on: July 27, 2004, 03:15:00 PM »

blink.gif wow that's cool pdottz!

as far as how ftt is working- its working fine the fault is on my part not getting the .x file done correctly- i even did a bit of pre editing in xbtool before hand (i assume xbtool wouldn't like the ftt prcessed bios file), to have F:\ boot, embedded eeprom, and increased fan speed (plus different coloured X logo, trademark removed, etc.) so i terms of was it corrupting the bios then no it wasn't its doing its job perfectly- but i guess you knew that already wink.gif

sorry i should have mentioned that before unsure.gif

ynwa right click the text and from the menu select convert->editable mesh
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pdottz

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Flubber Text Took
« Reply #14 on: July 27, 2004, 04:31:00 PM »

for anyone wondering, you can use D.E 3.5 . Ive been using it since kraven released his tutorial and haven't had trouble with it. I did have trouble in the beginning but that was because I chose to use Blender3d over 3dsmax since I don't have max. after all that I got it working perfectly.

later on I'll maybe write up a guide for using blender.

but I did figure out something that should clear things up in kravens guide.
he says to invert the face orientation in d.e. if the faces of your mesh are already facing FRONT, you don't need to. to check just change the view to ORTHOGRAPHIC FRONT.
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