How to use new ship format?
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How to use new ship format?
So there's this new ship format in CVS, and it is cool because it loads so fast. But I don't really know much about it.
What do people need to do to utilize this new format when making ships? Is there backwards compatibility with the old way of doing things? Is there a tool available that will convert from xmesh to the new format?
What do people need to do to utilize this new format when making ships? Is there backwards compatibility with the old way of doing things? Is there a tool available that will convert from xmesh to the new format?
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there is a few words here, http://cvs.sourceforge.net/viewcvs.py/v ... nv/mesher/ , and there seems there is a converter too
I see dead polygons....
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Re: How to use new ship format?
file spec: http://cvs.sourceforge.net/viewcvs.py/v ... iew=markuppeteyg wrote:So there's this new ship format in CVS, and it is cool because it loads so fast. But I don't really know much about it.
There is backwards compatibility. If you specify xmesh files, they will still load correctly.What do people need to do to utilize this new format when making ships? Is there backwards compatibility with the old way of doing things? Is there a tool available that will convert from xmesh to the new format?
There is a stand alone conversion utility that you can build out of the files in vegastrike/objconv/mesher. It currently only does xmesh->bfxm and bfxm->xmesh, but will eventually be extended to do obj->bfxm.
One will note the appearance of files named "BFXMMAKE" in every directory containing BFXM files. The format is quite simple - EX:
"thrud.bfxm":"thrudhi.xmesh","thrudsails.xmesh"
"thrud_shield.bfxm":"shield1.xmesh"
Left of the colon is the target, and the right is a comma separated list of sources. One target is specified per line. Don't specify LOD files or animation frames. Those are automatically gathered from notations in the top level file.
assuming you have built the mesher utility, and it resides in your path, this script will process every BFXMMAKE file in the directory tree from rooted where it is invoked: http://cvs.sourceforge.net/viewcvs.py/v ... Mupdate.pl
Since we can generate a set of xmeshes from a BFXM file (so as to more conveniently adjust scale factors, LOD distances, materials properties, etc.), which format an artist chooses to submit their work in isn't vital.
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I think he means you can "reverse engineer" a bfxm back to its source xmeshes so you can edit them in Wings or Notepad or what have you.
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Correct.pincushionman wrote: I think he means you can "reverse engineer" a bfxm back to its source xmeshes so you can edit them in Wings or Notepad or what have you.
Binary Formatted XMeshhurleybird wrote:what exactly is bxfm, and what new features does it bring?
A header based extensible file format that encodes geometry, animation, and material properties in a 32-bit resolution binary representation.
Logical file consolidation (1 file per logical object)
Faster load time (File is both smaller and much easier to parse)
Somewhat more sane and remarkably more extensible support for mesh animations*(Files can have both animated meshes and LODs at the same time, specification of the animation meshes is decoupled from the specification of a given animation sequence using those meshes, parameters are in place such that support for different methods of animation can cleanly be added later)
*Last I checked, the file format has gotten a bit ahead of the in-game support - but this is intentional - having it the other way around would be quite silly
I haven't figured out how to make BFXM bring about world peace...maybe some other year.
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Hopefully in the not too distant future VS will support OBJ directly, or at least there will now be a utility to convert Xmesh and BFXM back to OBJ. HellcatV can tell you more on his current progress.
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See I told you (everyone)hellcatv wrote:working on the converter
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well 3ds is rather closed of a format
how does .obj sound?
how does .obj sound?
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hellcat << 3ds wouldbe better than obj, because 3ds files contain theit own material information, where-as with an OBJ you need to have a matching *.mat for any model, so you convert 2 files instead of 1. without the *.mat your texture map is gone. *.3ds files have their own UV coords inside.
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oh yah, and a google search will turn up code all over the place
"3ds header format"
first thing is "http://www.spacesimulator.net/tut4_3dsloader.html" with code for an importer.
another link had "http://www.dcs.ed.ac.uk/home/mxr/gfx/3d/3DS.spec", info about the file from autodesk ltd.
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"3ds header format"
first thing is "http://www.spacesimulator.net/tut4_3dsloader.html" with code for an importer.
another link had "http://www.dcs.ed.ac.uk/home/mxr/gfx/3d/3DS.spec", info about the file from autodesk ltd.
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Through my learning "3D-doing-things with blender" plus my egoistic thought "things should be simple" i wondered what happend to that converter?working on the converter
For my learning progress i thought i'd load some established models into blender to see how they've done, but which i had to convert first to a known format??
Or did i miss an easy way to do such converting things?
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It's called mesher only command line and if you did make all you have it it also ships with the windows version and lives in the bin folder
just run it with "mesher --help" to get all the options.
Enjoy the Choice
just run it with "mesher --help" to get all the options.
Enjoy the Choice
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