Page 1 of 1

ORGE 3D MESH FORMAT ?

Posted: Fri May 28, 2004 12:32 am
by TIGER
Does anyone here knows how to create this format.

If its not . Im thinking about creating a utility which will
convert 3DS and X files into my own 3D format which wiil be easily loaded
in PB .

What do you goys think . Is there is a point to do that ?

Posted: Fri May 28, 2004 3:21 am
by J. Baker

Posted: Fri May 28, 2004 9:43 am
by Rings
danilo has written a milkshape importer, grab it here

Posted: Fri May 28, 2004 5:48 pm
by pg
This is an importer for the ascii x format:

http://www.mypage.bluewin.ch/bithandler ... porter.zip

Posted: Fri Jun 04, 2004 12:13 pm
by DarkDragon
uhm I created my own mesh format here: viewtopic.php?t=10998

Posted: Fri Jun 04, 2004 11:45 pm
by MadMax
Is the *.mesh format a secret? :?

Posted: Sat Jun 05, 2004 7:07 am
by DarkDragon
A secret? No:

uhm here is a saving procedure:

Code: Select all

Structure Tri3D
  Vert.f[3]
  U.f[3]
  V.f[3]
EndStructure

Structure Point3D
  X.f
  Y.f
  Z.f
EndStructure

Procedure.f GetVertexX(Vert)
  SelectElement(Vert(), Vert)
  ProcedureReturn Vert()\X
EndProcedure
Procedure.f GetVertexY(Vert)
  SelectElement(Vert(), Vert)
  ProcedureReturn Vert()\Y
EndProcedure
Procedure.f GetVertexZ(Vert)
  SelectElement(Vert(), Vert)
  ProcedureReturn Vert()\Z
EndProcedure
Procedure SaveZM(ID, Filename.s)
  If CreateFile(ID, Filename.s)
    ForEach Tri()
      WriteFloat(Tri()\U[0])
      WriteFloat(Tri()\V[0])
      WriteFloat(GetVertexX(Tri()\Vert[0]))
      WriteFloat(GetVertexY(Tri()\Vert[0]))
      WriteFloat(GetVertexZ(Tri()\Vert[0]))
      WriteFloat(Tri()\U[1])
      WriteFloat(Tri()\V[1])
      WriteFloat(GetVertexX(Tri()\Vert[1]))
      WriteFloat(GetVertexY(Tri()\Vert[1]))
      WriteFloat(GetVertexZ(Tri()\Vert[1]))
      WriteFloat(Tri()\U[2])
      WriteFloat(Tri()\V[2])
      WriteFloat(GetVertexX(Tri()\Vert[2]))
      WriteFloat(GetVertexY(Tri()\Vert[2]))
      WriteFloat(GetVertexZ(Tri()\Vert[2]))
    Next
    CloseFile(ID)
  EndIf
EndProcedure
Well, you see it consists in floats.

U, V = Texturecoords:
UVert1
VVert1
XVert1
YVert1
ZVert1
UVert2
VVert2
XVert2
YVert2
ZVert2
UVert3
VVert3
XVert3
YVert3
ZVert3