That would be sweet. Can the extra information be added to the existing exporter or would it be necessary to modify the existing executable? Please let me know what is possible. Currently, the most usable BZII X export option is the one released with the Microsoft Flight Simulator 2002 gamepack. See this post to view the FS 2002 exporter.
Perhaps you could take a look at it and see if anything can be useful. My understanding is that the FS 02' supports animation although I'm not sure about envelope animtions.
You know what really baffles me? The BZII game engine can actually import an X model directly into the game, however, I've never been able to figure out why the engine can't read the 2d texture information from the X model file itself.
FYI: BZII does not directly use the original XSI/X teeext based model data itself instead the engine converts the text data to a binary mesh format with an .MSH extension, however, the MSH file has references to the 2d texture in the binary file itself, but the engine can't read the information in the X version like it can in the XSI version? Do you have any ideas on how to address this type of issue? The text versions of both Softimage and DirectX share quite a bit in common, however, the layout of the information and some naming conventions seem to create problems for the game engine itself when attempting to use X verses XSI model data.
The X models that I've loaded into the BZII map editor originally had some issues like the faces were inverted and the models orientations was reversed. I corrected these issues in the modeling software by flipping all the face normals and exporting the model using the left coordinate system. The model would load correctly but only the original base material colors would appear. I know the 2d textures were present but the game engine itself was not capable of displaying them on the model itself. Thanks for the information on the pandora X exporter. Leroy.