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Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days. |
09-18-2004, 03:51 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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S3D format question
This seems as good a place as any to ask this :
I've been trying to understand the S3D format and can sucessfully decompress all the records in one now.
I can get the record containing the "filenames" but they don't seem to be in any particular order I can find. The first filename doesn't seem to match the first directory entry...
How can I tie up the filenames with the directory entries?
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09-18-2004, 04:38 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Sort the directory entries by their CRC in ascending order
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09-18-2004, 04:45 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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Ah thanks, that works
What a strange file format.
I've now downloaded your viewing program instead of looking for random web pages with the information although i can't build it as I only have windows handy. Hmm, I think there is enough in there for me to decode the WLD files too at least enough to build a list of untextured triangles I can draw.
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09-18-2004, 04:47 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Well, we hope to move fully away from wld soon. We're planning to convert all wld files to their new-style equivelents for efficiency and cleanliness reasons. Might want to look into how to read .TER files rather than wld hehe.
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09-18-2004, 04:52 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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Well my main aim here was learning some more direct3d.
And the EQ files seemed like a good place to get some textures and verticies to draw
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09-18-2004, 05:00 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Ah, cool. I would help ya out, but I neither know d3d nor desire to learn it :P
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09-18-2004, 05:06 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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Well the graphics API is the easy part. It's getting the right data to put into it that's hard.
DX9 and opengl seem pretty much the same anyway with just a different syntax for doing the same things.
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09-18-2004, 05:07 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Except OpenGL is cross-platform, and D3D isn't
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09-18-2004, 05:21 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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True, opegl itsself is cross playform although the programs that make use of it tend to be not so much.
Anyway, I'm already reasonably familiar with opengl and wanted to learn dx9 as well. You can never know too many things... And it seemed a good opertunity to combine that with learning about EQ file formats.
Are the other file formats of which you spoke in the earlier message any easier to process, or should I stick to WLD files given that for now I just want to extract some geometry to draw... Possibly doing something more advanced next project.
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09-18-2004, 05:40 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Ter files are soooooooooooooooooooooooo easy to draw. Seriously, I did it in less than 60 lines of python lol. My documentation on the file format is available on this forum.
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09-18-2004, 06:42 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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Thanks for that it looks interesting.
I'll take a better look at it tomorrow
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09-19-2004, 09:50 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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You are right it is an easy format.
I've rendered "anguish" zone although all the triangles have a single texture so far. Real textures are a project for another day...
Thanks for the help
http://img76.exs.cx/my.php?loc=img76...e=render01.jpg
(Bah, can't seem to add a proper image to this posting...)
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09-19-2004, 09:53 AM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Quote:
Originally Posted by jbb
You are right it is an easy format.
I've rendered "anguish" zone although all the triangles have a single texture so far. Real textures are a project for another day...
Thanks for the help
http://img76.exs.cx/my.php?loc=img76...e=render01.jpg
(Bah, can't seem to add a proper image to this posting...)
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This is how ya do it:
Click to Enlarge.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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09-19-2004, 09:55 AM
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Hill Giant
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Join Date: Mar 2003
Location: UK
Posts: 242
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Thanks , I tried about 20 different times with html and [img] tags but the preview just showed what I typed in.
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09-19-2004, 10:04 AM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Quote:
Originally Posted by jbb
Thanks , I tried about 20 different times with html and [img] tags but the preview just showed what I typed in.
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For future reference. (Imageshack images only)
Lets say
Code:
http://img76.exs.cx/img76/9436/render01.jpg
is the picture. To get the preview version attach th. to the suffix. So its now
Code:
http://img76.exs.cx/img76/9436/render01.th.jpg
.
So you use
Code:
[url=http://img76.exs.cx/img76/9436/render01.jpg][img]http://img76.exs.cx/img76/9436/render01.th.jpg[/img][/url]
[size=9]Click to Enlarge.[/size]
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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