Delgine 3D Tools & Content DeleD Community Edition
Forums
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Help i can't understand .dmf and .x file formats.
Goto page 1, 2  Next
 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    DeleD Community Edition Forum Index -> DeleD Community Edition
View previous topic :: View next topic  
Author Message
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Thu Feb 10, 2005 12:59 am    Post subject: Help i can't understand .dmf and .x file formats. Reply with quote

Hello people

I've been searching for an editor to make a game. This one seems perfect for it. But i can't understand the map format. Seems so complex. I've used triangles rendering before, quads rendering and used this format freeworld map editor's. But that editor is lacks features.

http://members.net-tech.com.au/alaneb/freeworld_saving_and_exporting.html <--fileformat.

I hope i can get this fileformat working on my engine. Seems like a cool editor.
I want to create kinda like castle or something and walk around with textures and lightmaps.

31138874 is my ICQ if u would like to get incontact.

http://www.geocities.com/geforce2mx2000/engine/ <--bit of screenshots of the engine at work.
Back to top
View user's profile Send private message
Daaark
DeleD PRO user


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

PostPosted: Thu Feb 10, 2005 1:05 am    Post subject: Reply with quote

The dmf is easy to parse, and the documentation for it is in the help file.
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Fri Feb 11, 2005 3:52 am    Post subject: Reply with quote

Hey i just did a simple cube...

"
256;0;256;
-256;0;256;
-256;0;-256;
256;0;-256;
256;128;256;
-256;128;256;
-256;128;-256;
256;128;-256;
"

Just wonder how i would render that in opengl.


DeleD Map File;
Version 0.91;
no-name-yet;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;
cube0;0;1;-1;1;-1;-1;User info;
8;
256;0;256;
-256;0;256;
-256;0;-256;
256;0;-256;
256;128;256;
-256;128;256;
-256;128;-256;
256;128;-256;
6;
4;0;0;1;5;4;2.0000;0.0000;-2.0000;0.0000;-2.0000;1.0000;2.0000;1.0000;
4;0;1;2;6;5;2.0000;0.0000;-2.0000;0.0000;-2.0000;1.0000;2.0000;1.0000;
4;0;2;3;7;6;-2.0000;0.0000;2.0000;0.0000;2.0000;1.0000;-2.0000;1.0000;
4;0;3;0;4;7;-2.0000;0.0000;2.0000;0.0000;2.0000;1.0000;-2.0000;1.0000;
4;0;3;2;1;0;2.0000;-2.0000;-2.0000;-2.0000;-2.0000;2.0000;2.0000;2.0000;
4;0;4;5;6;7;2.0000;2.0000;-2.0000;2.0000;-2.0000;-2.0000;2.0000;-2.0000;
0;
Back to top
View user's profile Send private message
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 4:23 am    Post subject: Reply with quote

If you don't understand how to take a bunch of vertices and face definitions and render them in OpenGL, I suggest you read through the Red Book (online) and then maybe the Nehe Tutorials.

Did you read the Deled help file?
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Fri Feb 11, 2005 4:54 am    Post subject: .... Reply with quote

Quote:
If you don't understand how to take a bunch of vertices and face definitions and render them in OpenGL, I suggest you read through the Red Book (online) and then maybe the Nehe Tutorials.

Did you read the Deled help file?


I understand the 8 vertices now, i expected 16 for a cube.
Yes i did read the help file. I'm just wondering how i'm going to render it.
QUADS or TRIANGLES.. Then the order of the rendering. The faces i mean, one face has 4 vertices for a QUAD, 6 for TRIANGLES.
I'll see what i can do, i'll see if can get the 3d rendering, then i'll see if can get the textures going with it.

Still some other stuff and variables in the file format i still need to understand. But that can come later. 1.) 3d and 2.) textures is what i want to get done.. first
Back to top
View user's profile Send private message
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 5:28 am    Post subject: Reply with quote

Ah, ok.. then why didn't you say that.

Select your model, and triangulate it.. I forget if there is a funtion to that, or if it's only there when you lightmap your level. Embarassed
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Feb 11, 2005 7:40 am    Post subject: Reply with quote

Yes, DeleD has a function for that Wink

You can also do the triangulation yourself (all polygons should be convex, so they are really easy to triangulate in numerous ways), or use glBegin(GL_POLYGON) if you don't mind a little loss of speed.
Back to top
View user's profile Send private message Visit poster's website
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Fri Feb 11, 2005 8:11 am    Post subject: Reply with quote

Paul-Jan wrote:
Yes, DeleD has a function for that Wink

You can also do the triangulation yourself (all polygons should be convex, so they are really easy to triangulate in numerous ways), or use glBegin(GL_POLYGON) if you don't mind a little loss of speed.


I'm just using quads for now...i got it render the quads from the 8 vertices, had to draw 3d box on paper... now i need create an importer into my engine. I've removed the textures information and removed all these things ;;;;;;;. I'll try to get QUAD map going with texture support.
Back to top
View user's profile Send private message
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 8:14 am    Post subject: Reply with quote

You are betetr off using Triangles. The quads just get broken down into triangles internally anyways. And all the info you need is in the dmf files. Just write a parser NOW and skip all that hard work you seem to be doing for nothing. Smile
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Fri Feb 11, 2005 9:02 am    Post subject: Reply with quote

Whats a paser?
Back to top
View user's profile Send private message
banshee777
Member


Joined: 10 Feb 2005
Posts: 37

PostPosted: Fri Feb 11, 2005 9:10 am    Post subject: Reply with quote

banshee777 wrote:
Whats a paser?


;;;; this?

I just use the option replace in notpade ; with space nothing. I'll add something else later..so i don't have to get rid of the ;;;
Back to top
View user's profile Send private message
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 9:12 am    Post subject: Reply with quote

A parser... to read your dmf files, and exract the info you want from them. Cool
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 10:16 am    Post subject: Re: .... Reply with quote

banshee777 wrote:
I understand the 8 vertices now, i expected 16 for a cube.
The vertices are shared. If you had 3(or 4) vertices for every triangle(or quad) your files / drawing / and ram requirements would go through the roof!
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Feb 11, 2005 10:45 am    Post subject: Reply with quote

*cough* x file format and non-sharing of uv coordinates per vertex */cough* Wink
Back to top
View user's profile Send private message Visit poster's website
Daaark
DeleD PRO user


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

PostPosted: Fri Feb 11, 2005 8:13 pm    Post subject: Reply with quote

Paul-Jan wrote:
*cough* x file format and non-sharing of uv coordinates per vertex */cough* Wink
hehe, Like I am going to cover the way MS f***s everythig up. They dig their own graves, they can dig themselves out... not me.

-edit- swearing. Laughing
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    DeleD Community Edition Forum Index -> DeleD Community Edition All times are GMT
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum