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Demos Amiga Demoscene Archive Forum / Coding / 3D object conversion tools

 

Author Message
BalrogSoft
Member
#1 - Posted: 24 Feb 2007 19:45 - Edited
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Hi, i have finished my linear texture mapping routine, and i was searching a tool to convert a 3d object to a raw format with 3d points, vertex list, and uv points only, my small 3d engine only use this data. I found the TBL conversion tool but it seems too complicated for my needs.

I think that finally i will make my own program to convert, but i'm searching also an old simple 3d editor i used some years ago for windows, that read 3ds format and can export it to 3ds ascii. Someone knows a freeware 3d editor to convert 3d objects to 3ds ascii?

And if someone want to try my texture mapping here is an assembled example:

3D + Rotozoom
dalton
Member
#2 - Posted: 25 Feb 2007 21:29 - Edited
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why not update rotozoomer each frame? cheating =)

i think you should add vbl-sync because it spins like mad on winuae
BalrogSoft
Member
#3 - Posted: 27 Feb 2007 01:31
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Wow, i just saw it on winuae, it really flies, but disabling jit it works at decent speed, but it's strange, because i didn't saw this problem on a real Amiga. I will take a look to solve the synchronization problem.
sp_
Member
#4 - Posted: 21 Mar 2007 16:35
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A good freeware 3d editor must be blender. http://www.blender.org/ The program can import /convert from a lot of 3d formats including lightwave/3dstudio etc.. It also includes phyton script possibillities to write your own exporter.
.
Since I had a hardiskcrash on my amiga, I don't have my lightwave scene converter anymore. I have to write a blender export script in phyton.. (STUPID WORK REALLY!!)
krabob
Member
#5 - Posted: 21 Mar 2007 21:35
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fast frenglish mode:

you can find the lightwave binary description format (.lwo) with each lightwave installation, on amiga or PC. (there are 2 generations of lwo, LWOB that has no texture mapping coordinates per vertex, and LWO2 that has this feature (also, it does uncontinuous mapping since LW6.5 if you understand).) I guess you can always get the LWO2 description from the newtek lightwave site, in the dev. pac.

http://www.newtek.com/lightwave/developer/LW80/8lw sdk/docs/filefmts/lwo2.html
note lightwave use .lwo only for object descrition, scenes are described on text file based ".lws"

the .3DS format is from the oooold PC-DOS 3DS Studio (3/4) , (which was made by Dan silva , autor of deluxe paint, by the way). ".3ds" files handles texture coordinates per vertex, but not discontinuous mapping. the .3ds format was explained and became public when the first "3DS MAX" was out.
the current new 3dmax files is a closed format, but you have the source code of a ".3ds" exporter with each 3dsmax. Also, a single .3ds contains many objects and scene descriptions.

and to finish, lib3ds is a gpl lib used by a lots of demoscene groups, that just read a ".3ds" file and describe it, so that you just use the 3ds exporter on max. (One of the best ASD demo was coded in 2 month using it, i read.)

http://sourceforge.net/projects/lib3ds/
krabob
Member
#6 - Posted: 21 Mar 2007 21:44
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Last note, while doing my own framework in order to conquer planet earth, I've written a .lwo file reader in .c (LWOB/LWO2), able to handle texture coords per vertex, per vertex/objet OR vertex/polygon (discontinuous), normals computing, and that is nice for both software rendering, AND accelerated opengl-like rendering, and is both big/little endian compatible.... you can find it there:

http://azurvedalib.svn.sourceforge.net/viewvc/azur vedalib/Workspace/VedaLib3DEngine/
it's:
lwo2reader.h
lwo2reader.c

... but the .h syntax is still dirty and not enough documented ... I'm going to do that.
BalrogSoft
Member
#7 - Posted: 24 Mar 2007 12:27
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Thanks a lot, i have problems with the keyboard adaptor and the shop where i bought it, and my A1200 is not working at the moment (it is only a keyboard problem). But i will take a look to lightwave format...
doom
Member
#8 - Posted: 16 Apr 2007 16:57
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Here's my idea:

Get 3DS MAX. It's only a few thousand USD. ;)

Then look at MAXScript. It's an all-round scripting language built into MAX that'll easily let you export objects from MAX into any custom format you can think of (for example a 68k ASM source). The manual includes at least one example of how to do that for a simple mesh, but all parts of MAX are accessible from scripts.

MAX reads loads of formats, and the ability to export directly from a very capable 3D app. into your own custom format is great.

Step 3: Headaches. The script language itself was designed by monkeys on LSD. But in a way it's charming.

Step 4: ???

Step 5: !!!
d0DgE
Member
#9 - Posted: 17 Apr 2007 14:46
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Step 6: Profit !!!one11 :P

 

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A.D.A. Amiga Demoscene Archive, Version 3.0