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Deled MAP file specifications?

 
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Koobazaur
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Joined: 08 Mar 2007
Posts: 22

PostPosted: Sun Mar 11, 2007 1:37 am    Post subject: Deled MAP file specifications? Reply with quote

I was wondering if there is any documentation on how the MAP file is structured; I couldn't find anything on your webstie. I wanted to use that to retreive my level geometry and was looking through the file in a notepad; while some stuff is pretty obvious, there are a few fieleds I have no idea about and would rather not play a guessing game and end up screwing something up.

Thanks.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Mar 11, 2007 8:21 pm    Post subject: Reply with quote

First of all, I am assuming you mean our xml based .dxs file format. Unfortunately, at the moment there is no specific documentation of the different elements. However, most of it is self-explanatory, so like you say, it should not be too hard figuring it out. If you have any specific questions, don't hesitate to ask them here on our forums (or contact us directly)!

If I misunderstood you, and you meant the .map files exported by the Torque Exporter, please ignore everything I just said. Very Happy
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Koobazaur
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Joined: 08 Mar 2007
Posts: 22

PostPosted: Sun Mar 11, 2007 9:49 pm    Post subject: Reply with quote

I am talking about the Deled Map Files (*.dmf) which you can choose when you do File->Save as.

The reason I am going for it is that A) it organizes the vertexes better than a DirectX file (DX cube 24 vertexes, MAP file only 8 ) and, due to it's structure, would be easier to parse than the XML scene file format.

I am talking about the file that looks like this:

Code:
DeleD Map File;
Version 1.1;
new scene;00FFFFFF;75;
16;
0;system;System;0;1;0,System\system.bmp,1;
1;Floor02;Floors;0;1;0,Floors\Floor02.jpg,1;
2;Floor04;Floors;0;1;0,Floors\Floor04.jpg,1;
3;Floor10;Floors;0;1;0,Floors\Floor10.jpg,1;
4;Floor11;Floors;0;1;0,Floors\Floor11.jpg,1;
5;Water01;Nature;0;1;0,Nature\Water01.jpg,1;
6;Roof03;Roofs;0;1;0,Roofs\Roof03.jpg,1;
7;Roof04;Roofs;0;1;0,Roofs\Roof04.jpg,1;
8;Wall01;Walls;0;1;0,Walls\Wall01.jpg,1;
9;Wall02;Walls;0;1;0,Walls\Wall02.jpg,1;
10;Wall06;Walls;0;1;0,Walls\Wall06.jpg,1;
11;Wall10;Walls;0;1;0,Walls\Wall10.jpg,1;
12;Wall11;Walls;0;1;0,Walls\Wall11.jpg,1;
13;Wall12;Walls;0;1;0,Walls\Wall12.jpg,1;
14;Wood01;Wood;0;1;0,Wood\Wood01.jpg,1;
15;Wood02;Wood;0;1;0,Wood\Wood02.jpg,1;
1;
cube1;1;1;-1;1;-1;-1;User info;
8;
2.0000000;0.0000000;0.0000000;
0.0000000;0.0000000;0.0000000;
0.0000000;0.0000000;-2.0000000;
2.0000000;0.0000000;-2.0000000;
2.0000000;2.0000000;0.0000000;
0.0000000;2.0000000;0.0000000;
0.0000000;2.0000000;-2.0000000;
2.0000000;2.0000000;-2.0000000;
6;
4;0;0;1;5;4;0.0781250;0.0000000;0.0000000;0.0000000;0.0000000;-0.0781250;0.0781250;-0.0781250;
4;0;1;2;6;5;0.0000000;0.0000000;-0.0781250;0.0000000;-0.0781250;-0.0781250;0.0000000;-0.0781250;
4;0;2;3;7;6;0.0000000;0.0000000;-0.0781250;0.0000000;-0.0781250;-0.0781250;0.0000000;-0.0781250;
4;0;3;0;4;7;0.0781250;0.0000000;0.0000000;0.0000000;0.0000000;-0.0781250;0.0781250;-0.0781250;
4;0;6;7;4;5;0.0000000;-0.0781250;0.0781250;-0.0781250;0.0781250;0.0000000;0.0000000;0.0000000;
4;0;1;0;3;2;0.0000000;0.0000000;0.0781250;0.0000000;0.0781250;0.0781250;0.0000000;0.0781250;
0;


Now, I was already able to figure out some of the stuff (for each object first set of numbers is vertexes, second is the indexed polygons with the values represnting number of vertexes per face, the second value being the material number, then indexing info, then texture coordinates), but there are a few values in there that sill a mystery to me (the material list details, the values after cube1 etc.)

Come on, you guys coded this file, you have to have some sort of explanation for it Razz


Last edited by Koobazaur on Sun Mar 11, 2007 9:56 pm; edited 1 time in total
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Mar 11, 2007 9:55 pm    Post subject: Reply with quote

Look in the help file, DMF is explained FULLY.
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Koobazaur
Member


Joined: 08 Mar 2007
Posts: 22

PostPosted: Sun Mar 11, 2007 9:57 pm    Post subject: Reply with quote

BAH, of course, the help files, stupid me. Thanks!
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stumcd
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Joined: 02 Jul 2006
Posts: 37
Location: Edinburgh - Scotland

PostPosted: Sun Mar 11, 2007 11:17 pm    Post subject: Reply with quote

If you are using C/C++ then I'd recommend the loader by Ryan Fleet
http://www.delgine.com/downloads/various/plugin_template.zip

I use it as an API i.e. it reads the file into an easily to access structure. From that I populate my internal model format. It also helped me understand the DMF format more fully.

--STU!

BTW does DMF stand for Delgine Model File or Delgine Map File, I always assumed Model, but then I make models not maps.
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Koobazaur
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Joined: 08 Mar 2007
Posts: 22

PostPosted: Mon Mar 12, 2007 2:08 am    Post subject: Reply with quote

It stands for Map, as when you save it, it states "Deled Map File"
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