truespace files

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stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

truespace files

Post by stampsm »

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
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

I'm also interested in anim8or files but I can't fully understand how to program a loader, else I would start inmediately with both loaders...
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

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
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

note my bad spelling of "her" instead of here
i sometimes do things like this while programming so it causes me alot of problems
the sad part is that english is my first language
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

My programming skills in the same scale are near 0.3, 0.4 so I'm by no way better than you, but I think I could make a loader. What is worse of it is that I want support for skeletal animation, despite not having the slightest idea about how to achieve it (coding, of course)
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

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
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