LEGO® Worlds

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Jasper.v.K 2015 年 7 月 4 日 下午 12:09
.sav to .lxfml please help
Does any of you guys know how to change a .sav file to a .lxfml file of your lego worlds models? P.S. I am using dx9, I don't know if that changes anything.
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Elegr0 2015 年 7 月 4 日 下午 12:54 
In the Lego Digital Desinger tool you need to export the model as a .lxfml file, if i remember it correctly the export option in Lego Worlds does it save directly as this file.
Jasper.v.K 2015 年 7 月 4 日 下午 1:08 
引用自 ELEGRO
In the Lego Digital Desinger tool you need to export the model as a .lxfml file, if i remember it correctly the export option in Lego Worlds does it save directly as this file.
well on my computer the game saves it as a .sav file and not a .lxfml file. But does it work to just change the name of the file with .sav to .lxfml?
hollow0n3 2015 年 7 月 4 日 下午 1:47 
You are saying that when you load your model and click on File in the menu.. you dont have the "Export Modell" option avaible?
最后由 hollow0n3 编辑于; 2015 年 7 月 4 日 下午 1:47
Gear Ratio 2015 年 7 月 4 日 下午 7:32 
Another user mentioned this. It seems that when running the game with Directx9, models get saved as ".sav" files, but when the game is running with Directx11, they get saved as ".lxfml" files. You'll either need a new computer, or to have someone who's running the game in Directx11 import then export those models for you.
Aloan 2015 年 7 月 4 日 下午 8:57 
that other user is me! :( I also am only able to run in dx9 and have 2 .sav files which I wish I could make them lxfml.... if anyone could convert it for me, I'd appreciate - here is the link
no need to grab the mangotree.sav... only the 2 rock ones ;)
http://1drv.ms/1Iv8K4o
and if it is a piece of cake for the Devs to make it happen in dx9! please bring it in, else... ;)
最后由 Aloan 编辑于; 2015 年 7 月 4 日 下午 8:59
Jasper.v.K 2015 年 7 月 5 日 上午 10:42 
引用自 Rayman
Another user mentioned this. It seems that when running the game with Directx9, models get saved as ".sav" files, but when the game is running with Directx11, they get saved as ".lxfml" files. You'll either need a new computer, or to have someone who's running the game in Directx11 import then export those models for you.
so there isn't anyway I can change it myself to a .lxfml file?
Aloan 2015 年 7 月 5 日 上午 10:51 
or if LDD had a plug-in that could open up .sav files so we could save as .lxfml :( - or a stand alone app converter!
最后由 Aloan 编辑于; 2015 年 7 月 5 日 上午 10:52
Snicker 2015 年 7 月 5 日 下午 7:55 
Aloan - just to clarify - you ARE using the "EXPORT" option, *NOT* the "SAVE" option, correct? Export (CTRL + E) should give you the option to choose the output format.
Aloan 2015 年 7 月 5 日 下午 8:01 
引用自 Snicker
Aloan - just to clarify - you ARE using the "EXPORT" option, *NOT* the "SAVE" option, correct? Export (CTRL + E) should give you the option to choose the output format.
We are talking about converting .sav files! either using LDD or in-game using directx! ;)
DX9 game versions does not yet allow in-game save/export to .lxfml. It only saves it in .sav.
directx11 saves both in .sav and lxfml.
最后由 Aloan 编辑于; 2022 年 8 月 10 日 上午 8:24
Snicker 2015 年 7 月 5 日 下午 8:41 
This is what confuses me, Aloan, you keep using the word "Save" - and I'm saying "export" - those are two separate functions on the PC version of LDD. I'm forced to run LEGO Worlds in DX 9, but I can still export LDD files within the LEGO Digital Designer Program, into the correct .lxfml format.
Aloan 2015 年 7 月 6 日 上午 1:41 
引用自 Snicker
This is what confuses me, Aloan, you keep using the word "Save" - and I'm saying "export" - those are two separate functions on the PC version of LDD. I'm forced to run LEGO Worlds in DX 9, but I can still export LDD files within the LEGO Digital Designer Program, into the correct .lxfml format.
Allow me to explain a bit more:

1- LDD is fine! I've only wondered if it could work with a file extension called .sav

2- The sad thing I am talking about is that "for the moment", LEGO Worlds Dx9 cannot (from in-game/while you are playing) export both file extensions .lxfml and .sav. Only it's tougher brother DX11 can.

Hope I de-confused you now! ;)

最后由 Aloan 编辑于; 2022 年 8 月 10 日 上午 8:26
Snicker 2015 年 7 月 6 日 上午 6:45 
You did, thank you =) And I agree - I wish that LW used the same format natively without a bunch of hoop jumping, because it would be much easier for users to swap, edit and swap back. The unfortunate part about LDD is that it doesn't have a quick-button for direct LW compatibility, either - you have to import a custom palette or risk creating things that will not load properly in LW.
Aloan 2015 年 7 月 6 日 上午 7:39 
exactly :)
Jasper.v.K 2015 年 7 月 7 日 上午 6:20 
引用自 Aloan
exactly :)
hey Aloan, since you have got the same problem, how did you get your models on modelworlds.net? because Dalí Llama said that he could'nt put them on the site because it were .sav files and not .lxfml files
Aloan 2015 年 7 月 7 日 上午 6:38 
引用自 Aloan
exactly :)
hey Aloan, since you have got the same problem, how did you get your models on modelworlds.net? because Dalí Llama said that he could'nt put them on the site because it were .sav files and not .lxfml files
I've actually been using LDD all along. :)
LDD is not the problem.
The problem is the GAME's DX9 inability to save BOTH file types!
So all my models are LDD created except a couple of rocks which I made in-game (IN-GAME) and MY game cannot make THAT an .lxfml - it only saves .sav.
That's where my issue is! and it is only up to the Devs or enthusiast programmers to consider making the export function work in Directx9 versions. Maybe the new update will come with that capability.
It is easier and faster to make big rocks in-game than it is in LDD! I only have one LDD rock and 2 .sav rocks see picture:
http://steamcommunity.com/sharedfiles/filedetails/?id=476557380
the bigger and better ones are .sav files - but savs are not easy and fast to work with...
最后由 Aloan 编辑于; 2022 年 8 月 10 日 上午 8:30
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发帖日期: 2015 年 7 月 4 日 下午 12:09
回复数: 17