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Author Topic: More .x File Questions Ind-bios  (Read 74 times)

t0m

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More .x File Questions Ind-bios
« on: October 04, 2004, 05:59:00 PM »

ok so the ind-bios readme mentions these files that we can customize

Custom Flubber - c:\flubber.x
Custom "X" Logo - c:\xlogo.x
Custom "XBOX" text - c:\text.x
c:\mslogo.bmp   

now the tutorial at xfiles/kernalbash says the text.x file says it is limited to 156 verticies and they give a template to show you how big it should be. also the nfo from ind-bios mentions the specific size  and color depth for mslogo.bmp.  

what i am looking for are similar stats for the other files (flubber.x and xlogo.x). any help would be appreciated. I downloaded a few flubbers from allxboxskins and momdads bunyflub was the only one i tried that works for me in all 3 locations (as a flubber.x, xlogo.x and as text.x). all my tests failed so far but i think they all had way too many verticies.

can anyone please let me know what stats they have had success with for these files? or give up a few templates for the xlogo.x and flubber.x so we can see the proper size?

thanks guys :evil:  
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Kafluke

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More .x File Questions Ind-bios
« Reply #1 on: October 04, 2004, 06:08:00 PM »

t0m, in the tutorial at xfiles/kernalbash is says to use deep exploration 2.0 to create the .x file but I can't find that prog anywhere!  I can only find 3.5.  How did you create the .x file?
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t0m

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« Reply #2 on: October 04, 2004, 10:42:00 PM »

i just export to .ase from 3d studio (instead of exporting to .DXF) and deep exploration 3.5 can read it and turn it to a .x file. i just havnt managed to make one that works yet....so i cant say 100% that it will work on an xbox when made this way.

i also just noticed that the bunnyflub file from allxboxskins has 501 vertices according to deep exploration. i suppose this is a good start on figuring outsome limits for the flubber. strange thing is, that bunny can be used as flubber.x xlogo.x and text.x for IND-Bios even though the limit for the text is supposed to be 156 vertices. is this a difference between using kernelbasher to using ind-bios?

edit - just got an xlogo and custom text working but still no flubber.... anyone had any success with custom flubbers? any advice would be appreciated.  :evil:  

This post has been edited by t0m: Oct 5 2004, 11:12 AM
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rykin

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More .x File Questions Ind-bios
« Reply #3 on: October 05, 2004, 11:01:00 AM »

From what I can tell, iND-Bios does not have the same limitations on verticals that KernelBasher had. I have a new Xbox text that wouldn't work with KB, but works with iND.
I'm amusing KB wants small verticals because it replaces what was in the original bios file while as iND replaces nothing. iND just loads it from the HDD and has no reason to care how big it is.  
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TracerX

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More .x File Questions Ind-bios
« Reply #4 on: October 05, 2004, 11:28:00 AM »

I have not seen any vertices limits in the ind-bios x files yet though I guess you could make an extremely complex model just for the hell of it to see what happens. Also, you can output a 3ds file to deep exploration 3.5 for transformation to a x file and it will work fine (just make sure you uncheck all the stuff on the save as x box as said in kernelbase and my ai to x tut).  Also, note that the files made for the kernelbase stuff don't immediately work in ind-bios (have to flip sides or something, don't remember off the top of my head but it was posted as news at kernelbase what you are supposed to do).
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t0m

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« Reply #5 on: October 05, 2004, 05:43:00 PM »

yeah the only limit i can find so far is if the model you are trying to use is too complex the flubber animation will come out at like 3 fps as the xbox chokes on your super detailed models.

my problem is still with the flubber animation tho...i have tried a few different things so far and my models come out broken during the animation. i have tried inverting faces in deep exploration (i have to do that to make my xlogo and text work). i even have trouble with bunny flubber sometimes if things arent set up properly. it seems that it will only work when the rest of the flubber stuff is at default. at least for me  i can only get it to work with the machines in the bg turned on and the flubber ball at default size.. any changes to the settings and that bunny looks like all my other failed attempts.

ill keep trying if i get time today. can anyone verify that the bunny flub from allxboxskins actually works with non-default settings? (ie - disable machinery, change size etc). thanks  :beer:

edit - i got some more time tonight to look into this and i discovered that a bios cfg file with default settings wil let me use just about any flubber model i want (even the ones i tried before that didnt work). the reason they didnt work was that flubber background was disabled. so is this a bug or am i still doing something wrong? can anyone confirm a custom flubber.x running with no bg?

This post has been edited by t0m: Oct 6 2004, 02:34 PM
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TracerX

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« Reply #6 on: October 06, 2004, 11:10:00 AM »

I have the same problem with the bg disabled. Hopefully they will fix this in the next rls.
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t0m

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« Reply #7 on: October 06, 2004, 04:35:00 PM »

ok thanks TracerX. i was starting to think i was doing something wrong. too bad it doesnt work that way.... :ph34r:  
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TracerX

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« Reply #8 on: October 06, 2004, 06:33:00 PM »

Yeah, what I'm really hoping to see is that fixed along with maybe some custom camera path support, I've only found one camera mode that works really well with flubbers that use wording (like my nintnendo and aTm ones) and that camera ends behind them.
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t0m

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« Reply #9 on: October 07, 2004, 05:59:00 PM »

yeah it would be very interesting to find out where the camera and animation info is stored. hopefully soon we will be editing these properties too. at this point i am still using the regular flubber with some of the adjustments available in ind-bios instead of my custom models cuz it just looks better. oh well...
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