i found this on how to use true space files. would it be to much work to use this to umport truespace files into irrlicht
http://nehe.gamedev.net/data/articles/a ... article=01
truespace files
i asume that irrlicht has a standard way of loading data from a file
we would probable have to create a custom scene node and import vertices from the model file and also the polygon data then just use that custom scene node
is this right or am i going wrong somewhere
i know that anim8or's format to save is in a plain text file and it is easy to understand
her is an example of the anim8or file ( it is a cube 1x1x1 at 0,0,0 and sides are 40 for the x 40 for the y and 40 for the x and it has no texturing)
header {
version { "0.85" }
build { "2003.10.05" }
}
environment {
grid { 1 10 50 50 }
framerate { 24 }
}
object { "object01"
mesh {
name { "mesh01" }
material { " -- default --" }
smoothangle { 45 }
/* 8 points, 6 faces, 8 uvCoords */
materiallist {
materialname { " -- default --" }
}
points {
(-20 -20 -20) (-20 -20 20) (-20 20 -20) (-20 20 20) (20 -20 -20)
(20 -20 20) (20 20 -20) (20 20 20)
}
texcoords {
(0 0) (0 0) (0 1) (0 1) (1 0) (1 0) (1 1) (1 1)
}
faces {
4 4 0 -1 ( (0 0) (4 4) (6 6) (2 2) )
4 4 0 -1 ( (1 1) (3 3) (7 7) (5 5) )
4 4 0 -1 ( (0 0) (2 2) (3 3) (1 1) )
4 4 0 -1 ( (4 4) (5 5) (7 7) (6 6) )
4 4 0 -1 ( (2 2) (6 6) (7 7) (3 3) )
4 4 0 -1 ( (0 0) (1 1) (5 5) (4 4) )
}
}
}
now if i can figure out how to parse the file and extract the model data i could try to create a custom scene node and use the values i obtained
(note on a programming skill scale of 1-10 i am a 0.1 so go figure)
i will eventually figure this out but probably not in time to help any of you that is not before 0.5 release when it will have an8 support built in
we would probable have to create a custom scene node and import vertices from the model file and also the polygon data then just use that custom scene node
is this right or am i going wrong somewhere
i know that anim8or's format to save is in a plain text file and it is easy to understand
her is an example of the anim8or file ( it is a cube 1x1x1 at 0,0,0 and sides are 40 for the x 40 for the y and 40 for the x and it has no texturing)
header {
version { "0.85" }
build { "2003.10.05" }
}
environment {
grid { 1 10 50 50 }
framerate { 24 }
}
object { "object01"
mesh {
name { "mesh01" }
material { " -- default --" }
smoothangle { 45 }
/* 8 points, 6 faces, 8 uvCoords */
materiallist {
materialname { " -- default --" }
}
points {
(-20 -20 -20) (-20 -20 20) (-20 20 -20) (-20 20 20) (20 -20 -20)
(20 -20 20) (20 20 -20) (20 20 20)
}
texcoords {
(0 0) (0 0) (0 1) (0 1) (1 0) (1 0) (1 1) (1 1)
}
faces {
4 4 0 -1 ( (0 0) (4 4) (6 6) (2 2) )
4 4 0 -1 ( (1 1) (3 3) (7 7) (5 5) )
4 4 0 -1 ( (0 0) (2 2) (3 3) (1 1) )
4 4 0 -1 ( (4 4) (5 5) (7 7) (6 6) )
4 4 0 -1 ( (2 2) (6 6) (7 7) (3 3) )
4 4 0 -1 ( (0 0) (1 1) (5 5) (4 4) )
}
}
}
now if i can figure out how to parse the file and extract the model data i could try to create a custom scene node and use the values i obtained
(note on a programming skill scale of 1-10 i am a 0.1 so go figure)
i will eventually figure this out but probably not in time to help any of you that is not before 0.5 release when it will have an8 support built in
well here is a link to the docs on the format
http://www.anim8or.com/resources/an8_format.txt
i checked the progress bar thingy and it said nothing was done yet on an8 or x so it may help speed up the release of 0.5
good luck right now i am reading everthing i can on programming to get my 0.1 up to at least 1.0
http://www.anim8or.com/resources/an8_format.txt
i checked the progress bar thingy and it said nothing was done yet on an8 or x so it may help speed up the release of 0.5
good luck right now i am reading everthing i can on programming to get my 0.1 up to at least 1.0