fM's party piece is that it fully supports DX natively (including hierarchies), so we can essentially just grab the existing game models, make changes, resave and off you go.
Here are the steps you need to get it to actually work in practice.
1. Import the DX file into fM and make sure all extraneous Materials are deleted. There should only be ONE material. After you have made edits or introduced new geometry make sure you select all your mesh (Ctrl+A) and then right click on the Materials section and select "Assign to Selection" (shown). This is very important, if you don't do this PCK will lock up.
2. With all the mesh selected (Ctrl+A) select File->Export Selected. Press the Options... and you can make final export changes here (note: at this stage the Mirror options appear bugged, but all the others work). Press OK when done.
3. Make sure your export options are exactly as shown in the SS. Save over the original X file (make a backup [;)])
4. Run my little fMF (fragMotion Fixer) program and then drag the saved X file onto the displayed box (to save time you can drag a whole bunch of files all in one go). This will start the fixup routine which will take but a second.
You're done, ready to play your latest creation.
Something worth noting is that in fM your vehicle will appear mirrored (L->R), until the mirror bug gets fixed you will just have to live with that.
Regards
S.








