DirectX 8 surely won't work since this is the bones-x format that Blitz doesn't support. "DirectX JT", well this is rather strange, never heared of that one, but what you need is DirectX 7. Well, "7" looks a bit like "jt", maybe it's your glasses or the monitor :P. Wrong scaling is easily possibe since many apps are not very precise when it comes to format implementations. Anyway, if your .X is animated, then it will have a hierarchy. You will need to apply collision to all children in the hierarchy, recursively! Use a function like this:
To apply a Collision Type Number to all Children in the hierarchy, eg.
mesh=loadAnimMesh("thing.x")
EntityAnimType(mesh,3)
collisions 1,3,2,2
But you need to use an Animation that is compatible with DX7, that is based on Rotation, Scaling and Moving of Mesh-Children only. No Vertex-Deformation or Bones allowed here.
It was a logical conclusion of the way 3ds and X Animation work. It was more trial and error when some people realized that it's NOT possible to get the collisions right with animated .B3D. you'll get Collsion and LinePicks, but only on the initial pose. this may look rather strange when the bullet decals are floating in the air while the enemy is falling down on the floor. O_o
Function EntityAnimType(m,ty) If EntityClass$(m)="Mesh" EntityType m,ty Endif For i=1 to CountChildren(m) ww=GetChild(m,i) EntityAnimType(ww,ty) Next End Function
To apply a Collision Type Number to all Children in the hierarchy, eg.
mesh=loadAnimMesh("thing.x")
EntityAnimType(mesh,3)
collisions 1,3,2,2
But you need to use an Animation that is compatible with DX7, that is based on Rotation, Scaling and Moving of Mesh-Children only. No Vertex-Deformation or Bones allowed here.
It was a logical conclusion of the way 3ds and X Animation work. It was more trial and error when some people realized that it's NOT possible to get the collisions right with animated .B3D. you'll get Collsion and LinePicks, but only on the initial pose. this may look rather strange when the bullet decals are floating in the air while the enemy is falling down on the floor. O_o