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gearedmah Member
Joined: 21 May 2007 Posts: 4
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Posted: Sun Jun 17, 2007 5:48 am Post subject: 3DWorld Studio Importer |
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Ok...this may seem really stupid, but I'm pretty sure the CSM importer is Cartography Shop, right...is there any chance of revamping that to be a 3D World Studio Importer...I believe they are made by the same people and from what I saw of CS, it's basically just a stripped down version of 3DWS. Only reason I ask is I'm trying to <as painlessly as possible> redo my pipeline for OGRE.
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Jun 17, 2007 7:23 am Post subject: |
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The important questions is: how similar is the file format. I am guessing it is completely different. Different is not a problem (writing another importer is no rocket science), but guessing is... as far as I know there is no public documentation on the 3dws file format available anymore, is there? |
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gearedmah Member
Joined: 21 May 2007 Posts: 4
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Posted: Mon Jun 18, 2007 1:14 am Post subject: |
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not 100% sure...but I will check on that...I do know that the interfaces are almost IDENTICAL...as are the features and options and all that good stuff ...and 3dWS will import cartography shop (unfortunately, you can not export to CS)...so...but I'll investigate a little deeper and let you know. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Jun 18, 2007 6:31 pm Post subject: |
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Any information about the file format you can dig up would be most welcome! It seems that at some point in time some info used to be online at www.leadwerks.com/files/format.htm, but even archive.org doesn't seem to be able to dig that up... |
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tatts DeleD PRO user
Joined: 21 Dec 2006 Posts: 94
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Posted: Tue Jun 19, 2007 1:50 am Post subject: |
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3dws is the reson I came to deled in the first place. Deled is much better in my opinion. it is much more compatible to darkbasic then 3dws is. Well that is what im using it for anyway.
But yes really 3dws is cartography shop 5 it was made by Josh K at leadwerks but from what I know he rewrote it from scratch.
In my opinion I that is a load of (censored) cause it is the exact same as cartshop 4 but with added features that are useless lol well not entirely but are some what misleading.
for example the extrude feature. From what i know extrude means to take a polygon/s and pull/push those polygons so that they either inset in to object creating walls for each edge of the selected polygon/s or pull away from the object in the same manner while still being completely attached to the model.
With 3dws the extrude does something completely different. when you extrude from a face instead extruding, it just creates a simple block of the same width and height the only thing the user has to do is determine the depth they want. so with that being said
#1 you cannot inset or rather indent the object with their extrude feature.
#2 it's not extrude at all rather it is create object of equal width and height as selected polygon/s as i said the user has the input the depth after that you have an entirely new object.
#3 the lighting is slow and is not at all perfect. did I mention the fact that on large maps with 3dws you lose quality and some contents during export. yeah I unfortunately remember reading that somewhere.
by the way next time he come's up with another feature to add you can bet that you'll be paying again if you want that feature. That's why cshop never made it past 4.1 the second he had a new feature to add the dollar signs flashed before his eyes lol.
Stick with deled you'll be better off in the end. lol
and sorry if I sound a little bitter about them but after paying twice for two disappointing purchases lol.wellll
by the way the exports are not a 100% either which is the real reason i gave up that program but anyway everyone has their opinions later... |
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warcrest DeleD PRO user
Joined: 15 Aug 2007 Posts: 16
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Posted: Mon Aug 27, 2007 11:51 pm Post subject: |
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The .3dw file format stores structures which contain both stored and referenced data. Brushes, entities, lightmaps, and terrain, are stored entirely in the format. Materials and mesh data are stored by referencing media files found on the hard drive. Before loading a file, the program media folders should be scanned for mesh and texture files, so that these can be loaded if they occur in the file.
The file format is split into two main areas. The name table stores a list of strings found within the file. Rather than write strings uniquely, the format stores a 32-bit index to the name table. The object table is a list of every object in the file. Each object has a predetermined structure, as shown below. If an object is unknown or unneeded, it can be skipped.
Data Types
The following data types are used:
Byte 8-bit unsigned integer
Word 16-bit unsigned integer
Long 32-bit signed integer
Float 32-bit float value
String null-terminated string, found only in the name table
Name 32-bit index to the name table
Color3 24-bit color value
Vec2 2-dimensional float vector
Vec3 3-dimensional float vector
Vec4 4-dimensional float vector
Header
Word mapversion (should be 14)
Byte mapflags
Long name count
Long name offset
Long object count
Long object offset
Name Table
String name
Object Table
Name objectclass
Long datasize
Objects
group
Byte flags
Long group index
visgroup
Byte flags
Name visgroup name
Color3 visgroup color
material
Byte flags
Name group name
Name object name
If (2 & flags)
Name extension name
meshreference
Byte flags
Name group name
Name object name
Byte limb count
lightmap
Byte flags
Byte resolution
Long format
For 1 to 2^resolution
For 1 to 2^resolution
Color3 pixel
brush
Byte flags (4 - hidden)
Long keys
For 1 to keys
Name keyname
Name keyvalue
Long group index
Long visgroup index
Color3 brush color
Byte vertex count
For 1 to vertex count
Vec3 vertex position
Byte face count
For 1 to face count
Byte flags
Vec4 face plane equation
Vec2 texture position
Vec2 texture scale
Vec2 texture rotation
Vec4 U texture mapping plane
Vec4 V texture mapping plane
Float luxel size
Long smooth group index
Long material index
If (16 & flags)
Long lightmap index
Byte indice count
For 1 to indice count
Byte vertex
Vec2 texcoords
If (16 & flags)
Vec2 lightmap texcoords
mesh
Byte flags
Long keys
For 1 to keys
Name keyname
Name keyvalue
Long group
Long visgroup
Color3 mesh color
Long meshreference index
Vec3 position
Vec3 rotation
If Not (1 & flags)
Vec3 scale
For 1 to limb count (from meshreference structure)
Long material index
If (16 & flags)
Short vertex count
For 1 to vertex count
Color3 vertex color
entity
Byte flags
Vec3 position
Long keys
For 1 to keys
Name keyname
Name keyvalue
Long group
Long visgroup
terrain
Byte flags
Vec3 position
Float width
Float height
Name terrain name
Long resolution
Long sectors
Long detail levels
Float lightmap resolution
Long layer count
For 1 to resolution^2
Color3 luxel color
For 1 to (resolution+1)^2
Float terrain height
For 1 to layer count
Name layer name
Long material index
If >1
For 1 to (resolution+1)^2
Byte alpha
Personally, I'd like to see both import and export plugins for 3DWS, as I use Leadwerks Engine. I use 3DWS for the base maps and DeleD for the details that can't currently be done in 3DWS.
Above is the 3DWS file format, also contained within the .chm help file that comes with the demo. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Aug 28, 2007 6:27 pm Post subject: |
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Ah, that's very good to know! Downloading the demo as we speak... |
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yanchiko DeleD PRO user
Joined: 09 Dec 2006 Posts: 49
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Posted: Tue Sep 18, 2007 10:09 am Post subject: |
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warcrest
Thanks for the detailed explanation...I use LWEngine too and "Delgin3d" for details....it will be nice to see a working "import/export" plugs. |
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