Hallo.
Ich habe mich in letzter Zeit mit Blender auseinandergesetzt und wollte ein Objekt bauen.
Blender war kein Problem aber im OMSI wird es nicht angezeigt.
Hier das Bild im Blender:
Hier mal die x Datei:
[spoiler=x_datei]xof 0303txt 0032
template VertexDuplicationIndices {
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>
DWORD nIndices;
DWORD nOriginalVertices;
array DWORD indices[nIndices];
}
template XSkinMeshHeader {
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
WORD nMaxSkinWeightsPerVertex;
WORD nMaxSkinWeightsPerFace;
WORD nBones;
}
template SkinWeights {
<6f0d123b-bad2-4167-a0d0-80224f25fabb>
STRING transformNodeName;
DWORD nWeights;
array DWORD vertexIndices[nWeights];
array float weights[nWeights];
Matrix4x4 matrixOffset;
}
Frame RootFrame {
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;;
}
Frame Plane {
FrameTransformMatrix {
0.025000,0.000000,0.000000,0.000000,
0.000000,0.025000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.500000,0.000000,1.000000;;
}
Mesh {
48;
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-1.000000; 1.000000; 0.000000;,
-1.000000; -1.000000; 0.000000;,
1.000000; -1.000000; 0.000000;,
-1.000000; -1.000000; 0.000000;,
-1.000000; 1.000000; 0.000000;,
-1.000000; 1.000000; 0.750000;,
-1.000000; -1.000000; 0.750000;,
-1.000000; 1.000000; 0.000000;,
1.000000; 1.000000; 0.000000;,
1.000000; 1.000000; 0.750000;,
-1.000000; 1.000000; 0.750000;,
1.000000; 1.000000; 0.000000;,
1.000000; -1.000000; 0.000000;,
1.000000; -1.000000; 0.750000;,
1.000000; 1.000000; 0.750000;,
1.000000; -1.000000; 0.000000;,
-1.000000; -1.000000; 0.000000;,
-1.000000; -1.000000; 0.750000;,
1.000000; -1.000000; 0.750000;,
1.000000; -1.000000; 0.750000;,
-1.000000; -1.000000; 0.750000;,
-1.000000; 1.000000; 0.750000;,
1.000000; 1.000000; 0.750000;,
1.000000; -41.000000; 0.745000;,
-1.000000; -41.000000; 0.745000;,
-1.000000; -39.000000; 0.745000;,
1.000000; -39.000000; 0.745000;,
1.000000; -41.000000; -0.005000;,
-1.000000; -41.000000; -0.005000;,
-1.000000; -41.000000; 0.745000;,
1.000000; -41.000000; 0.745000;,
1.000000; -39.000000; -0.005000;,
1.000000; -41.000000; -0.005000;,
1.000000; -41.000000; 0.745000;,
1.000000; -39.000000; 0.745000;,
-1.000000; -39.000000; -0.005000;,
1.000000; -39.000000; -0.005000;,
1.000000; -39.000000; 0.745000;,
-1.000000; -39.000000; 0.745000;,
-1.000000; -41.000000; -0.005000;,
-1.000000; -39.000000; -0.005000;,
-1.000000; -39.000000; 0.745000;,
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1.000000; -39.000000; -0.005000;,
-1.000000; -39.000000; -0.005000;,
-1.000000; -41.000000; -0.005000;,
1.000000; -41.000000; -0.005000;;
12;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;,
4; 24, 27, 26, 25;,
4; 28, 31, 30, 29;,
4; 32, 35, 34, 33;,
4; 36, 39, 38, 37;,
4; 40, 43, 42, 41;,
4; 44, 47, 46, 45;;
MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material Mat1 {
1.0; 1.0; 1.0; 1.0;;
1.0;
1.0; 1.0; 1.0;;
0.0; 0.0; 0.0;;
TextureFilename { "Klinik für Orthopädie.bmp"; }
} // End of Material
} //End of MeshMaterialList
MeshNormals {
48;
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0.577349; -0.577349; 0.577349;,
0.577349; 0.577349; 0.577349;,
-0.577349; 0.577349; 0.577349;,
0.577349; 0.577349; 0.577349;,
0.577349; -0.577349; 0.577349;,
0.577349; -0.577349; -0.577349;,
0.577349; 0.577349; -0.577349;,
0.577349; -0.577349; 0.577349;,
-0.577349; -0.577349; 0.577349;,
-0.577349; -0.577349; -0.577349;,
0.577349; -0.577349; -0.577349;,
-0.577349; -0.577349; 0.577349;,
-0.577349; 0.577349; 0.577349;,
-0.577349; 0.577349; -0.577349;,
-0.577349; -0.577349; -0.577349;,
-0.577349; 0.577349; 0.577349;,
0.577349; 0.577349; 0.577349;,
0.577349; 0.577349; -0.577349;,
-0.577349; 0.577349; -0.577349;,
-0.577349; 0.577349; -0.577349;,
0.577349; 0.577349; -0.577349;,
0.577349; -0.577349; -0.577349;,
-0.577349; -0.577349; -0.577349;,
-0.577349; 0.577349; -0.577349;,
0.577349; 0.577349; -0.577349;,
0.577349; -0.577349; -0.577349;,
-0.577349; -0.577349; -0.577349;,
-0.577349; 0.577349; 0.577349;,
0.577349; 0.577349; 0.577349;,
0.577349; 0.577349; -0.577349;,
-0.577349; 0.577349; -0.577349;,
-0.577349; -0.577349; 0.577349;,
-0.577349; 0.577349; 0.577349;,
-0.577349; 0.577349; -0.577349;,
-0.577349; -0.577349; -0.577349;,
0.577349; -0.577349; 0.577349;,
-0.577349; -0.577349; 0.577349;,
-0.577349; -0.577349; -0.577349;,
0.577349; -0.577349; -0.577349;,
0.577349; 0.577349; 0.577349;,
0.577349; -0.577349; 0.577349;,
0.577349; -0.577349; -0.577349;,
0.577349; 0.577349; -0.577349;,
-0.577349; -0.577349; 0.577349;,
0.577349; -0.577349; 0.577349;,
0.577349; 0.577349; 0.577349;,
-0.577349; 0.577349; 0.577349;;
12;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;,
4; 20, 23, 22, 21;,
4; 24, 27, 26, 25;,
4; 28, 31, 30, 29;,
4; 32, 35, 34, 33;,
4; 36, 39, 38, 37;,
4; 40, 43, 42, 41;,
4; 44, 47, 46, 45;;
} //End of MeshNormals
MeshTextureCoords {
48;
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1.000000;-0.000000;,
1.000000;-1.000000;,
0.814519;-0.736036;,
0.836364;-0.036409;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.745862;-0.708729;,
0.805157;-0.000000;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.777070;-0.836160;,
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1.000000;-0.000000;,
1.000000;-1.000000;,
0.830123;-0.945387;,
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1.000000;-0.000000;,
1.000000;-1.000000;,
0.780190;-0.890773;,
0.839485;-0.009102;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.830123;-0.945387;,
0.814519;-0.045511;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.777070;-0.990898;,
0.858209;-0.072818;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.798915;-0.845262;,
0.820760;0.009102;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.777070;-0.990898;,
0.848847;-0.009102;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.783311;-0.963591;,
0.780190;-0.182044;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.780190;-0.808853;,
0.820760;0.009102;,
1.000000;-0.000000;,
1.000000;-1.000000;,
0.830123;-0.736036;;
} //End of MeshTextureCoords
} // End of the Mesh Plane
} // SI End of the Object Plane
Frame Cube {
FrameTransformMatrix {
0.025000,0.000000,0.000000,0.000000,
0.000000,0.500000,0.000000,0.000000,
0.000000,0.000000,0.250000,0.000000,
0.000000,0.000000,0.500000,1.000000;;
}
Mesh {
20;
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-1.000000; 1.000000; 1.000000;,
-1.000000; -1.000000; 1.000000;,
1.000000; -1.000000; 1.000000;,
1.000000; 1.000000; 0.000000;,
1.000000; 1.000000; 1.000000;,
1.000000; -1.000000; 1.000000;,
1.000000; -1.000000; 0.000000;,
1.000000; -1.000000; 0.000000;,
1.000000; -1.000000; 1.000000;,
-1.000000; -1.000000; 1.000000;,
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1.000000; 1.000000; 1.000000;,
1.000000; 1.000000; 0.000000;,
-1.000000; 1.000000; 0.000000;,
-1.000000; 1.000000; 1.000000;;
5;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;;
MeshMaterialList {
2;
5;
1,
1,
1,
1,
1;;
Material Material {
0.800000; 0.800000; 0.800000;1.0;;
0.500000;
1.000000; 1.000000; 1.000000;;
0.0; 0.0; 0.0;;
} //End of Material
Material Mat1 {
1.0; 1.0; 1.0; 1.0;;
1.0;
1.0; 1.0; 1.0;;
0.0; 0.0; 0.0;;
TextureFilename { "Klinik für Orthopädie.bmp"; }
} // End of Material
} //End of MeshMaterialList
MeshNormals {
20;
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-0.577349; 0.577349; 0.577349;,
-0.577349; -0.577349; 0.577349;,
0.577349; -0.577349; 0.577349;,
0.707083; 0.707083; 0.000000;,
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0.577349; -0.577349; 0.577349;,
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0.577349; 0.577349; 0.577349;,
0.707083; 0.707083; 0.000000;,
-0.707083; 0.707083; 0.000000;,
-0.577349; 0.577349; 0.577349;;
5;
4; 0, 3, 2, 1;,
4; 4, 7, 6, 5;,
4; 8, 11, 10, 9;,
4; 12, 15, 14, 13;,
4; 16, 19, 18, 17;;
} //End of MeshNormals
MeshTextureCoords {
20;
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} //End of MeshTextureCoords
} // End of the Mesh Cube
} // SI End of the Object Cube
} // End of the Root Frame
[\spoiler]
Ich hoffe das mir jemand helfen kann.