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max ascii file

Started by
10 comments, last by okapota 23 years, 11 months ago
i have noticed that the ascii file doesnt include uv for each vertex, what should i do? it is impossible to manualy write, to manualy culculate the texture coordinates. any suggestions?
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Yeah, use your own format or at least one that supports it.
and if I was u I would go binary.


The Rock

-BAD software-

Edited by - glROCKs(); on August 6, 2000 2:56:51 PM
The Rock
what do u mean? should i write my own exporter? using max''s sdk?
and why binary?
Well, I made my own format and convertor for 3ds files.(I'm not using an sdk)
This way I have a file that has all the info I need.
Nothing more nothing less.

I would use binary because your files are so much smaller
I had object in ascii that where almost 3Mb and when converted
to binary where only 150kb.

Offcourse this is just what I think.
I'm no pro and I defenitly don't know if what I'm saying
here is best.
But I't works for me.

The Rock

-BAD software-



Edited by - glROCKs(); on August 6, 2000 3:31:20 PM
The Rock
how did u write your own exporter? used max''s source code?
I found some papers on the format.
You know the internal structure.
I made converter and made it make a log.
Then I converted a 3ds object of wich I knew it''s data,
so I could check if I was right.
The papers weren''t really clear but I managed to get it working after 6 hours.
I guess, I did it the hard way, but I learned a lot.

The Rock

BAD
The Rock
Any chance you wanna put up any of that info on the 3ds file format?? I''m currently slogging through the Lightwave6 format (With incomplete docs ) .. but I''ll be doing 3ds next

-DA
"You think that''s air your breathing now?"
Well, I was quite easily able to find these docs on the net.
I found 1 through a search engine and I believe the other one
is on this site (I'm not sure, I found them a long time ago, but just used them recently).
Anyways, They have all the info U need to do it.
But if you don't understand certain things you can always ask me.

The Rock

-BAD software-

Edited by - glROCKs(); on August 7, 2000 10:14:25 AM
The Rock
Come on ...
what do you mean there''s no UV included ?
max has 2 ascii exports *.asc and *.ase
the ''ase'' file has got it all... write your own conv. in C !
yea that easy , i tell you ... the ascii structure looks like this :
Vertices: 3112
Vertex #0: X:0 Y:0 Z:0 U:0 V:0
Vertex #1: X:14 Y:20 Z:30 U:1 V:0
...

Face #1: A:0 B:2 C:3
...

and so on ...
*.ase includes also texture vertices ( correct UV coords ! ) , normals, material and some more
as glROCKS(); said you convert and use what you need no more no less...
if you still encounter probs. try finding 3dexplorer to convert into sort of gl format ( ver arrays )


Pet

Pet
I forgot ...
you have
Vertices: 3232
Faces: 2323

may differ in other ascii file ( lots of them, like d3d x-file) basicly in 3dstudio faces :
Face #0: A:0 B:1 C:2 AB:0 BC:0 AC:0
...
...
tell you what vertices use to build the face, here you use ver 0 1 and 2 ( i dunno what ab bc and ac mean ? but its not important ) same in .ase file ...
check link section on nehe''s page to find Nate Miller''s page - code to use *.ase file


Pet

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