This bfxm is divided into many meshes, too; 13 of them. Probably the obj you have was the first I exported, with all materials assigned, which blender's exporter broke up; it oesn't seem the app is "putting it back together".
And there's no "techniques=" in there; there's an "alphamap", instead. This is by converting from bfxm to xmesh using the old mesher, tho...
Code: Select all
<Mesh scale="1.000000" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.000000" blend="ONE ZERO" alphamap="" ="cinemut_opaque" texture="tex_000.texture" texture1="tex_001.texture" texture2="tex_002.texture" texture3="tex_003.texture" texture4="tex_004.texture" >
<Material power="100.000000" cullface="1" reflect="0" lighting="1" usenormals="1">
<Ambient Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
<Emissive Red="0.000000" Green="0.000000" Blue="0.000000" Alpha="1.000000"/>
<Specular Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
</Material>
Yep, it does.pyramid wrote:No idea about the mesher. It runs just fine here. Does it also crash when you run it from command line?
I think it just needs a .manifest to go with it. One of XP's new headaches.
EDIT:
Try with this test_bike.obj. It has all the polygons assigned the same material.
EDIT2:
Sorry, forgot; here's the test_bike.mtl.