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Koobazaur Member
Joined: 08 Mar 2007 Posts: 22
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Posted: Sun Mar 11, 2007 1:37 am Post subject: Deled MAP file specifications? |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Mar 11, 2007 8:21 pm Post subject: |
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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. |
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Koobazaur Member
Joined: 08 Mar 2007 Posts: 22
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Posted: Sun Mar 11, 2007 9:49 pm Post subject: |
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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;
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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
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
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Posted: Sun Mar 11, 2007 9:55 pm Post subject: |
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Look in the help file, DMF is explained FULLY. _________________
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Koobazaur Member
Joined: 08 Mar 2007 Posts: 22
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Posted: Sun Mar 11, 2007 9:57 pm Post subject: |
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BAH, of course, the help files, stupid me. Thanks! |
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stumcd Member
Joined: 02 Jul 2006 Posts: 37 Location: Edinburgh - Scotland
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Posted: Sun Mar 11, 2007 11:17 pm Post subject: |
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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 Member
Joined: 08 Mar 2007 Posts: 22
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Posted: Mon Mar 12, 2007 2:08 am Post subject: |
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It stands for Map, as when you save it, it states "Deled Map File" |
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