I don't think you need a script at all... ? .x is a text-based format. You can edit it in notepad or another text editor.
My understanding from the tutorial--again, I haven't done this myself--is:
- Make sure your texture maps are .dds format.
- In AC3D, click File > Export > DirectX
- Open the .x file generated in a text editor such as notepad.
- Paste the code below into your .x file (edit model names and guids as appropriate)
- From the SDK included on the FSX deluxe disk, run XtoMDL on the .x file to convert it.
For the "guids" you'll need to make a unique ID number for your model. You can download a program called guidgen.exe from Microsoft to do this; there are also websites that make random id's if you don't want to download anything:
http://createguid.com/
Code:
//... Add new template info...
template Header {
<3D82AB43-62DA-11cf-AB39-0020AF71E433>
WORD major;
WORD minor;
DWORD flags;
}
template GuidToName {
<7419dfe5-b73a-4d66-98d8-c082591dc9e7>
STRING Guid;
STRING Name;
}
template TextureFilename {
<A42790E1-7810-11cf-8F52-0040333594A3>
STRING filename;
}
//....remaining existing template sections already in the .X file go here....
//.... Add new data info...
Header {
1;
0;
1;
}
GuidToName {
"{49D04F1F-E6E3-4072-AF10-8F5602234212}"; \\<--- Note: this needs to be a unique GUID. I use GUIDGen to create these.
"TestHouse"; \\<--- A Friendly Name I've given to the model
}
//.... existing Frame details go here...
Frame Scene_Root {
Frame TestHouse {
//.......