Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - lppena

Pages: 1 ... 16 17 [18] 19 20
256
Hi Raxx. I tested the latest XSI exporter, but the textures are still not showing up on the cube model when I load it in to BZII. It does not make any sense as it looks fine in 3DEX including showing the texture and no file errors at all. Do you have any thoughts on what to try next?

I'm going to try using only material colors on several objects grouped together and see is they show up in BZII. I'll report back as soon as I can test another model. Leroy.

Update: Material colors appear okay on my test cube just hope I can figure out why the texture doesn't. I wonder if and SI_Ambience entry would do the trick? Will try a few modifications to a copy of the script and see what happens. I just wanted to thank Raxx again for all of his efforts so far. Leroy.

257
Thanks Raxx, I have a feeling your right about the extra entries in the SI|3D version. The texture however is not referenced in the models ODF. BZII converts the XSI model to a binary MSH format that the game uses. I looked at the few text entries in the binary file and the problem seems to be caused by the lack of the full texture name in the binary file; it should read texture name.bmp but it only shows the texture name minus the bmp extension.

I will test the changes you made and report back with the results. The stuff I did was just an effort to make the file more complete for 3DEX and the BZII game engine. Other, people who have created XSI converted variants have included these extra entries; they are actually fixed dummy entries in the variants that I've worked with in the past.

Most of them are hacks as they lack support for animation or are problematic when folks edit XSI models with cut and paste operations. The version you are working on is the most accurate variant that I have seen. Thanks again Raxx. Leroy.

258
Raxx, I've started to modify your revised script by adding the entries shown in the XSI|3D model I attached to the previous post. Mostly, I added a bunch of $output.print (""); entries with the entries present in the XSI model file; apparently you can just stack one on top of the others. Here's what I have so far; it's a renamed copy of your script so I don't screw up all the work you did already. I'll keep going and post updates as I do more modifications. I appreciate your help Raxx. Leroy.

259
I was referring to adding the ability to create ASL based import scripts for Anim8or. As far as I know A8 does not currently support ASL import scripts. Correct me if I'm mistaken, but it would be nice to be able to import other popular 3D modeling formats. Leroy.

260
Some of you already know that Anim8or regretably does not currently support exporting models with a true hierarchal tree structure like those used by many currently modeling formats. I can convert Anim8or 3DS, and OBJ models for you in Truespace 3D to link multiple objects together in to hierarchal form at no cost. Just let me know if anyone needs some help converting Anim8or models to other modeling formats.

FYI: TS can also convert models to any of the following formats: FBX, DAE, X, 3DS, TS COB, and TS SCN files. Additional I can use Gamespace to convert the following formats: DTS, CAN, B3D, UT PSA, UT PSK, UT UR, MDL, MD2, MD3, ASC, MS3D, DFX, MTX, W3D, DTS, SMD, UT 3D, and several Serious Sam game formats as well. I can also render animations to SWF Flash files in TS.

261
Raxx, I found this XSI model that was originally created for BZII using Softimage XSI|3D. When you have time could you take a look at the file and determine if the XSI exporter script could be modified to write out this format? It contains some extra SI entries that I attempted to add to the existing script but I get some errors when I try to add them to the header area of the script; something to do with a token error reported when I run a syntax check in the ASL Editor. Thanks Leroy.
Code: [Select]
xsi 0101txt 0032

SI_CoordinateSystem coord {
   1;
   0;
   1;
   0;
   2;
   5;
}



SI_Angle {
   0;
}

SI_Camera  Camera1 {
   -1.668501; 1.033439; -3.593543;;
   0.469189; 0.000000; 0.383656;;
   0.000000;
   65.000000;
   0.100000;
   32768.000000;
}

SI_Ambience {
   0.300000; 0.300000; 0.300000;;
}


Frame frm-sphere1 {

   FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,1.000000,0.000000,0.000000,
      0.000000,0.000000,1.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;
   }

   Mesh sphere1 {
      17;
      -0.000000;-0.000000;0.003000;,
      -0.571733;-0.000000;0.290717;,
      -0.404277;-0.404277;0.290717;,
      -0.281138;-0.000000;0.116157;,
      0.281138;-0.000000;0.116157;,
      -0.404277;0.404277;0.290717;,
      -0.198795;-0.198795;0.116157;,
      -0.198795;0.198795;0.116157;,
      0.404277;-0.404277;0.290717;,
      -0.000000;0.571734;0.290717;,
      0.198795;-0.198795;0.116157;,
      -0.000000;0.281138;0.116157;,
      0.571733;-0.000000;0.290717;,
      0.404277;0.404277;0.290717;,
      -0.000000;-0.571734;0.290717;,
      0.198795;0.198795;0.116157;,
      -0.000000;-0.281138;0.116157;;

      16;
      3;6,3,0;,
      4;2,1,3,6;,
      4;1,5,7,3;,
      3;3,7,0;,
      3;16,6,0;,
      4;14,2,6,16;,
      4;5,9,11,7;,
      3;7,11,0;,
      3;10,16,0;,
      4;8,14,16,10;,
      4;9,13,15,11;,
      3;11,15,0;,
      3;4,10,0;,
      4;12,8,10,4;,
      4;13,12,4,15;,
      3;15,4,0;;

      MeshMaterialList {
         1;
         16;
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0;

         SI_Material {
            0.700000;0.700000;0.700000;1.000000;;
            0.000000;
            0.000000;0.000000;0.000000;;
            0.000000;0.000000;0.000000;;
            2;
            0.500000;0.500000;0.500000;;

            SI_Texture2D  {
               "Z:/modelsdirectory/misceffects/effects/PICTURES/flash.pic";
               4;
               256;256;
               0;255;0;255;
               0;
               1;1;
               0;0;
               1.000000;1.000000;
               0.000000;0.000000;
               -1.000000,0.000000,-0.000000,0.000000,
               0.000000,1.000000,0.000000,0.000000,
               0.000000,0.000000,-1.000000,0.000000,
               0.000000,0.000000,0.000000,1.000000;;
               3;
               1.000000;
               0.750000;
               1.000000;
               0.000000;
               0.000000;
               0.000000;
               0.000000;
            }

         }
      }
      SI_MeshNormals {
         56;
         -0.314793;-0.314793;-0.895439;,
         -0.445185;-0.000000;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         -0.364115;-0.364114;-0.857229;,
         -0.514936;-0.000000;-0.857229;,
         -0.445185;-0.000000;-0.895439;,
         -0.314793;-0.314793;-0.895439;,
         -0.514936;-0.000000;-0.857229;,
         -0.364115;0.364114;-0.857229;,
         -0.314793;0.314793;-0.895439;,
         -0.445185;-0.000000;-0.895439;,
         -0.445185;-0.000000;-0.895439;,
         -0.314793;0.314793;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         -0.000000;-0.445185;-0.895439;,
         -0.314793;-0.314793;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         -0.000000;-0.514935;-0.857229;,
         -0.364115;-0.364114;-0.857229;,
         -0.314793;-0.314793;-0.895439;,
         -0.000000;-0.445185;-0.895439;,
         -0.364115;0.364114;-0.857229;,
         -0.000000;0.514935;-0.857229;,
         -0.000000;0.445185;-0.895439;,
         -0.314793;0.314793;-0.895439;,
         -0.314793;0.314793;-0.895439;,
         -0.000000;0.445185;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         0.314793;-0.314793;-0.895439;,
         -0.000000;-0.445185;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         0.364114;-0.364114;-0.857229;,
         -0.000000;-0.514935;-0.857229;,
         -0.000000;-0.445185;-0.895439;,
         0.314793;-0.314793;-0.895439;,
         -0.000000;0.514935;-0.857229;,
         0.364114;0.364114;-0.857229;,
         0.314793;0.314793;-0.895439;,
         -0.000000;0.445185;-0.895439;,
         -0.000000;0.445185;-0.895439;,
         0.314793;0.314793;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         0.445185;-0.000000;-0.895439;,
         0.314793;-0.314793;-0.895439;,
         -0.000000;-0.000000;-1.000000;,
         0.514935;-0.000000;-0.857229;,
         0.364114;-0.364114;-0.857229;,
         0.314793;-0.314793;-0.895439;,
         0.445185;-0.000000;-0.895439;,
         0.364114;0.364114;-0.857229;,
         0.514935;-0.000000;-0.857229;,
         0.445185;-0.000000;-0.895439;,
         0.314793;0.314793;-0.895439;,
         0.314793;0.314793;-0.895439;,
         0.445185;-0.000000;-0.895439;,
         -0.000000;-0.000000;-1.000000;;

         16;
         0;3;0,1,2;,
         1;4;3,4,5,6;,
         2;4;7,8,9,10;,
         3;3;11,12,13;,
         4;3;14,15,16;,
         5;4;17,18,19,20;,
         6;4;21,22,23,24;,
         7;3;25,26,27;,
         8;3;28,29,30;,
         9;4;31,32,33,34;,
         10;4;35,36,37,38;,
         11;3;39,40,41;,
         12;3;42,43,44;,
         13;4;45,46,47,48;,
         14;4;49,50,51,52;,
         15;3;53,54,55;;
      }


      SI_MeshTextureCoords {
         56;
         0.739047;0.260953;,
         0.838064;0.500000;,
         0.500000;0.500000;,
         0.986136;0.013864;,
         1.187500;0.500000;,
         0.838064;0.500000;,
         0.739047;0.260953;,
         1.187500;0.500000;,
         0.986136;0.986136;,
         0.739047;0.739047;,
         0.838064;0.500000;,
         0.838064;0.500000;,
         0.739047;0.739047;,
         0.500000;0.500000;,
         0.500000;0.161936;,
         0.739047;0.260953;,
         0.500000;0.500000;,
         0.500000;-0.187500;,
         0.986136;0.013864;,
         0.739047;0.260953;,
         0.500000;0.161936;,
         0.986136;0.986136;,
         0.500000;1.187500;,
         0.500000;0.838064;,
         0.739047;0.739047;,
         0.739047;0.739047;,
         0.500000;0.838064;,
         0.500000;0.500000;,
         0.260953;0.260953;,
         0.500000;0.161936;,
         0.500000;0.500000;,
         0.013864;0.013864;,
         0.500000;-0.187500;,
         0.500000;0.161936;,
         0.260953;0.260953;,
         0.500000;1.187500;,
         0.013864;0.986136;,
         0.260953;0.739047;,
         0.500000;0.838064;,
         0.500000;0.838064;,
         0.260953;0.739047;,
         0.500000;0.500000;,
         0.161936;0.500000;,
         0.260953;0.260953;,
         0.500000;0.500000;,
         -0.187500;0.500000;,
         0.013864;0.013864;,
         0.260953;0.260953;,
         0.161936;0.500000;,
         0.013864;0.986136;,
         -0.187500;0.500000;,
         0.161936;0.500000;,
         0.260953;0.739047;,
         0.260953;0.739047;,
         0.161936;0.500000;,
         0.500000;0.500000;;

         16;
         0;3;0,1,2;,
         1;4;3,4,5,6;,
         2;4;7,8,9,10;,
         3;3;11,12,13;,
         4;3;14,15,16;,
         5;4;17,18,19,20;,
         6;4;21,22,23,24;,
         7;3;25,26,27;,
         8;3;28,29,30;,
         9;4;31,32,33,34;,
         10;4;35,36,37,38;,
         11;3;39,40,41;,
         12;3;42,43,44;,
         13;4;45,46,47,48;,
         14;4;49,50,51,52;,
         15;3;53,54,55;;
      }
   }
}

262
Wow! Raxx the model loads in to BZII; usually my models would crash the game, but your version loads without errors. The only issue I notice is the texture is not showing as displayed in this BZII screen grab, but I suspect the issue may lie with the texture itself as I've seen it before in some of my own XSI models created in Truespace using the X exporter and 3DEX to convert them to XSI. I'll try using some different textures and post the results. You truly are a gifted person in terms of understanding how to fix things up in Anim8or. Leroy.

263
Will do Raxx and thank you for your patience and most valuable effort on this project. You are right about 3DEX 1.5.5., but its the closest model converter I have access to in working with antiquate model formats like version 1 XSI. The current XSI format has changed drastically from earlier versions but is totally incompatible as far using it for Battlezone II which was released in 1999. I sincerely appreciate your taking the time to even work on the project. I'll test the changes to the exporter and report back on the results. Thanks again Raxx. Leroy.

PS: I hope you don't mind but I added the DirectX exporter you fixed up for me so that other Anim8or users can add it to their ASL scripts library. I want to learn how to create ASL scripts as I'm pretty much hooked on Anim8or now. I'm beginning to really get off on using A8 as a really cool modeling software. Cheers, Leroy.

264
3DEX is showing these errors now and the geometry is still not visible. I'm thinking that this XSI format is so outdated that more modern features are no longer supported by today's standards. Other people have attempted to make XSI version 1 exporters with software like Blender without success. I have one that prehaps you could take a look at. It was a python script written for version 2.4 of Blender. I know your time is limited so if have some spare time to look at the python script for some clues on how to modify the ASL script. Thanks Raxx, Leroy.

PS: Do you think proper indentation may be an issue? On the 3DEX X to XSI write out it has indentation within the file while the version you and I modified are left jusified. I don't know if this would make any difference, but I thought that I would mention it.

Update: I got the geometry to appear in 3DEX by changing the scripts SI_Material back to just Material. All of the other error messages disappeared as well. Now the only issue appears to be that the texture is not appearing; just hows as a grey material color on the cube. What do you make of this Raxx? Leroy.


265
Will do and thank you Raxx for taking the time to make the changes for the XSI format. I'm going to compare the changes so that I might see what I need to do as far as modifying the scripts themselves and writing them out more correctly. I guess the task requires more knowledge then I currently understand.

Are there some general guidelines that I can check for as far as placing brackets and pare thesis? In my modified version I basically changed the header entries and moved the material section to above meshnormals entry thinking this would do the trick, but it only made the geometry disappear when viewed in 3DEX. After that the confusion factor took over. Thanks again and I'll DL the script and test it out. Leroy.

266
ASL Scripts / Re: .STL Export Script
« on: March 21, 2012, 04:26:55 am »
There seems to be an issue with the file output of the STL exporter Raxx. When I attempt to open it in a text editor all I see is this. The objects exported were 2 grouped cubes with a BMP texture on both. I don't know what to make of it? 3D Exploration tries to open it but hangs in the process. Leroy.
Code: [Select]
# Created with Anim8or 0.97d beta
# Object "object01":
solid group01
endsolid group01


267
Very cool, I think Steve had modeling hobbyists in mind when he concieved Anim8or.

268
Finished Works and Works in Progress / Re: audi 500
« on: March 20, 2012, 10:42:53 am »
@siragin-  nah i dont really plan on foolin with the interior much, still have too much to learn just trying to make the exterior look right haha  (for me, paint is a really difficult thing to understand )

@dwsel - the car is simply based off an r8.  it has similar dimensions and I did use a blue print side view of an r8 to get general ratios correct.  the windshield//lights/tires etc are all just for getting proportions correct

its still a rough model and need a lot of work but i think i have the shape im looking for.  keep watching and giving tips where able!  thanks guys

pheesh

Nice model bro you could just skip and do most of it strictly with material colors. I use Truespace 3D, but I suck at painting 2D textures, so I mostly use material colors and some color shaders. Leroy.

269
This sample cube was exported from Truespace as an X model and converted to XSI with 3D Exploration; these models always load correctly in Battlezone II. Thanks Raxx, I could use some pointers on how to rearrange blocks in the X exporter you fixed up for me last week. I've made a backup of the original script and am working on a copy fixed up for use with Anim8or. Leroy. PS: There is no hurry to get it done. I just am working on it in my spare time, so when you have some free time please take a look at what I've done so far.
Code: [Select]
xsi 0101txt 0032

SI_CoordinateSystem coord {
  1;
  0;
  1;
  0;
  2;
  5;
  }

Frame Cube-0 {
     FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,
  0.000000,1.000000,0.000000,0.000000,
  0.000000,0.000000,1.000000,0.000000,
  0.000000,0.000000,0.000000,1.000000;;
   }
  Mesh CubeMesh {
     8;
    1.000000;-1.000000;1.000000;,
    1.000000;1.000000;1.000000;,
    -1.000000;-1.000000;1.000000;,
    -1.000000;1.000000;1.000000;,
    1.000000;-1.000000;-1.000000;,
    -1.000000;-1.000000;-1.000000;,
    -1.000000;1.000000;-1.000000;,
    1.000000;1.000000;-1.000000;;
   
     12;
    3;1,3,2;,
    3;0,1,2;,
    3;2,5,4;,
    3;0,2,4;,
    3;2,3,6;,
    3;5,2,6;,
    3;1,7,6;,
    3;3,1,6;,
    3;4,5,6;,
    3;7,4,6;,
    3;4,7,1;,
    3;0,4,1;;
   
    MeshMaterialList {
      1;
      12;
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0;
      SI_Material {
        0.168627;0.537255;0.549020;1.000000;;
        2.000000;
        0.100000;0.100000;0.100000;;
        0.000000;0.000000;0.000000;;
        1;
        0.000000;0.000000;0.000000;;
        TextureFilename {
          "Gslxtoxsicube_0.bmp";
        }
      }
    }
   
    SI_MeshNormals {
      6;
      0.000000;0.000000;1.000000;,
      0.000000;-1.000000;0.000000;,
      -1.000000;0.000000;0.000000;,
      0.000000;1.000000;0.000000;,
      0.000000;0.000000;-1.000000;,
      1.000000;0.000000;0.000000;;
     
      12;
      0;3;0,0,0;,
      1;3;0,0,0;,
      2;3;1,1,1;,
      3;3;1,1,1;,
      4;3;2,2,2;,
      5;3;2,2,2;,
      6;3;3,3,3;,
      7;3;3,3,3;,
      8;3;4,4,4;,
      9;3;4,4,4;,
      10;3;5,5,5;,
      11;3;5,5,5;;
    }
   
    SI_MeshTextureCoords {
       14;
      0.000000;-0.333333;,
      0.250000;-0.333333;,
      0.250000;-0.666667;,
      0.000000;-0.666667;,
      0.500000;-0.666667;,
      0.500000;-1.000000;,
      0.250000;-1.000000;,
      0.500000;-0.333333;,
      0.500000;-1.333333;,
      0.250000;-1.333333;,
      0.750000;-0.666667;,
      0.750000;-0.333333;,
      1.000000;-0.333333;,
      1.000000;-0.666667;;
     
      12;
      0;3;0,1,2;,
      1;3;3,0,2;,
      2;3;2,4,5;,
      3;3;6,2,5;,
      4;3;2,1,7;,
      5;3;4,2,7;,
      6;3;6,5,8;,
      7;3;9,6,8;,
      8;3;10,4,7;,
      9;3;11,10,7;,
      10;3;10,11,12;,
      11;3;13,10,12;;
    }
   }
}

270
This is what I have so far. 3D Exploration shows these errors.
Code: [Select]
/*
* This plugin pieced together from Joe Cooning and Zaidon's
* .X exporters with some independent work.
*
* Written by Raxx, this is compatible with the Battlezone II
* Combat Commander game engine and being modified by BNG for use with BZII as an XSI variant of Raxx's X variant.
*
* Copyright 2012 Randall Bezant.  Permission granted for
* modification and use, including commercial use.  Source
* distribution must include this copyright.
*/

#plugin("object", "export", "BZ II XSI", ".xsi");
#file($output, "text");
#return($result);

file $output;
int $result;

object $curObject;

$curObject = project.curObject;
$output.print("xsi 0101txt 0032\nSI_CoordinateSystem coord\n\n {\n1;\n0;\n1;\n0;\n2;\n5;\n}\n\n");

shape $shape, $shapes[1], $childShapes[1];
tridata $mdata;
int $numPoints, $numFaces, $numMaterials;
int $ii;
point3 $point, $normal, $tr1, $tr2, $tr3, $tr4;
point2 $uv;
float4x4 $transformMat;
string $matName, $texFile;
material $material;
texture $tex;

/* The shapes in $shapes are processed in reverse order so */
/* reverse the array of values that GeetShapes returns:    */

$curObject.GetShapes($childShapes);
$shapes.size = 0;
while ($childShapes.size > 0)
    $shapes.push($childShapes.pop());

while ($shapes.size > 0) {
    $shape = $shapes.pop();

    /* If $shape is a group push child shapes onto stack: */

    if ($shape.GetKind() == SHAPE_KIND_GROUP) {
        $shape.GetShapes($childShapes);
       
        while ($childShapes.size > 0) {
            $shapes.push($childShapes.pop());
        }
    } else if ($shape.GetKind() == SHAPE_KIND_PATH ||
               $shape.GetKind() == SHAPE_KIND_MODIFIER ||
               $shape.GetKind() == SHAPE_KIND_TEXT)
    {
        /* No 3D mesh to output. */
    } else {

  $mdata = $shape.GetTriangleData();

  $output.print("Frame Frm-%s {\nFrameTransformMatrix {\n", $shape.name);
   
        $transformMat = $shape.GetGlobalTransform();
        $tr4=$transformMat.Project((0.0,0.0,0.0));
        $tr1=$transformMat.Project((1.0,0.0,0.0))-$tr4;
        $tr2=$transformMat.Project((0.0,1.0,0.0))-$tr4;
        $tr3=$transformMat.Project((0.0,0.0,1.0))-$tr4;
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr1);
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr2);
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr3);
        $output.print("  %.6f,%.6f,%.6f,1.000000;;\n }\n",$tr4);
       
               
        $output.print("Mesh %s_mesh {\n", $shape.name);

        $numPoints = $mdata.GetNumPoints();
        $output.print("%d;\n", $numPoints);
        for $ii = 0 to $numPoints-1 do {
            $point = $mdata.GetPoint($ii);
$point.z =$point.z * -1;
            $output.print("%.6f; %.6f; %.6f;", $point);
if ($ii<$numPoints-1){
  $output.print(",\n");
} else {
  $output.print(";\n");
}
        }

        $numFaces = $mdata.GetNumTriangles();
        $output.print("%d;\n", $numFaces);
        for $ii = 0 to $numFaces - 1 do {
$output.print("3;%d,%d,%d;", $mdata.GetIndex($ii*3 + 2), $mdata.GetIndex($ii*3 + 1), $mdata.GetIndex($ii*3));
if ($ii<$numFaces-1){
   $output.print(",\n");
} else {
  $output.print(";\n");
}
        }
    $output.print("MeshMaterialList {\n");
        $numMaterials = $mdata.GetNumMaterials();
  $output.print("%d;\n", $numMaterials);
  $output.print("%d;\n", $numFaces);
  for $ii = 0 to $numFaces - 1 do {
$output.print("%d", $mdata.GetMatIndex($ii));
if ($ii<$numFaces - 1) {
  $output.print(",\n");
} else {
  $output.print(";\n");
}
  }
        for $ii = 0 to $numMaterials - 1 do {
            $material = $mdata.GetMaterial($ii);
$tex = $material.GetTexture(TEXTURE_DIFFUSE);
            $matName = $material.name;
            if ($matName == " -- default --") {
                $matName = "___default___";
            }
            $output.print("SI_Material %s {\n", $matName);
            $output.print("%.6f; %.6f; %.6f; %.6f;;\n", $material.diffuse, $material.alpha);
$output.print("%.6f;\n", $material.Ks);
            $output.print("%.6f; %.6f; %.6f;;\n", $material.specular);
            $output.print("%.6f; %.6f; %.6f;;\n", $material.emissive);
$texFile = $tex.GetFileName();
            if ($texFile != ""){
    $output.print("TextureFilename {\n\"%s.%s\";\n}\n", $texFile.GetRoot(), $texFile.GetExt());
}
$output.print("}\n");
  }
        $output.print("}\n");
  $output.print("}\n}\n");
     
        $output.print("SI_MeshNormals {\n%d;\n", $numPoints);
        for $ii = 0 to $numPoints - 1 do {
          $normal = $mdata.GetNormal($ii);
    $normal.z = $normal.z * -1;
          $output.print("%.6f; %.6f; %.6f;", $normal);
    if ($ii<$numPoints-1){
$output.print(",\n");
    } else {
$output.print(";\n");
    }
        }

$output.print("%d;\n", $numFaces);
        for $ii = 0 to $numFaces - 1 do {
$output.print("3; %d,%d,%d;", $mdata.GetIndex($ii*3 + 2), $mdata.GetIndex($ii*3 + 1), $mdata.GetIndex($ii*3));
if ($ii<$numFaces-1){
   $output.print(",\n");
} else {
  $output.print(";\n");
}
        }
        $output.print("}\n\n");
        $output.print("SI_MeshTextureCoords {\n%d;\n", $numPoints);
        for $ii = 0 to $numPoints - 1 do {
            $uv = $mdata.GetTexCoord($ii);
$uv.y = 1.0-$uv.y;
            $output.print("%.5f; %.5f;", $uv);
if ($ii<$numPoints - 1){
  $output.print(",\n");
} else {
  $output.print(";\n");
}
        }
         $output.print("}\n");
         

    }
}

$result = 1;        /* Assume export will succeed. */


Pages: 1 ... 16 17 [18] 19 20