View previous topic :: View next topic |
Author |
Message |
EvoFxStudio Member
Joined: 31 Jul 2012 Posts: 3 Location: Denmark
|
Posted: Sat Aug 11, 2012 9:23 am Post subject: DXS format spec |
|
|
hello my name is michael and my ? is
is there a format spec for the xml dxs scene
i am in the progress of programming a viewer for android running the mono framework wicth meen in c#
hope some one can help
Michael
ps
Jeroen / Delgine check your paypal, please _________________ Michael Hansen |
|
Back to top |
|
|
Spaddlewit Member
Joined: 24 Aug 2009 Posts: 244 Location: Florida, United States
|
Posted: Sat Aug 11, 2012 11:40 am Post subject: |
|
|
Nope, but I do have some .cs files that load the parts of a DeleD scene into .NET objects. It's not complete, but should be plenty to get you started and I'm happy to share. PM me your e-mail. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Mon Aug 13, 2012 11:43 am Post subject: |
|
|
The DXS should be pretty self-explanatory. Do try the .cs files Spaddlewit has to offer. I know they will help you out for starters. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Tue Aug 14, 2012 1:14 pm Post subject: |
|
|
Addition to my last post: of course feel free to ask any question about the format right here. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
|
Back to top |
|
|
EvoFxStudio Member
Joined: 31 Jul 2012 Posts: 3 Location: Denmark
|
Posted: Tue Aug 28, 2012 1:56 pm Post subject: |
|
|
Spaddlewit wrote: |
Nope, but I do have some .cs files that load the parts of a DeleD scene into .NET objects. It's not complete, but should be plenty to get you started and I'm happy to share. PM me your e-mail. |
i have send my email and thanks for the help _________________ Michael Hansen |
|
Back to top |
|
|
EvoFxStudio Member
Joined: 31 Jul 2012 Posts: 3 Location: Denmark
|
Posted: Tue Aug 28, 2012 1:57 pm Post subject: |
|
|
Jeroen wrote: |
Addition to my last post: of course feel free to ask any question about the format right here. |
thanks for the help
Michael _________________ Michael Hansen |
|
Back to top |
|
|
UncleSam Member
Joined: 27 Dec 2012 Posts: 2
|
Posted: Thu Dec 27, 2012 1:07 am Post subject: Faces |
|
|
I want to build the meshes from the deled xml files. I am just wondering why there are always 4 face "coordinates" written in the exportfile. Purebasic offers only 3 face coordinates when adding faces to vertexes. Here are 4, somebody please tell me why.
Greets
UncleSam
Code: |
<primitives highestID="1">
<primitive id="1" name="cube1" type="cube" visible="true" snap="vertex" autoUV="true" groupID="-1" skeletonID="-1">
<vertices>
<vertex id="0" x="192" y="0" z="128" jointID="-1" />
<vertex id="1" x="-192" y="0" z="128" jointID="-1" />
<vertex id="2" x="-192" y="0" z="-192" jointID="-1" />
<vertex id="3" x="192" y="0" z="-192" jointID="-1" />
<vertex id="4" x="192" y="64" z="128" jointID="-1" />
<vertex id="5" x="-192" y="64" z="128" jointID="-1" />
<vertex id="6" x="-192" y="64" z="-192" jointID="-1" />
<vertex id="7" x="192" y="64" z="-192" jointID="-1" />
</vertices>
<polygons>
<poly mid="0">
<vertex vid="0" u0="1.4375" v0="0" />
<vertex vid="1" u0="-1.46875" v0="0" />
<vertex vid="5" u0="-1.46875" v0="-0.3203125" />
<vertex vid="4" u0="1.4375" v0="-0.3203125" />
</poly>
<poly mid="0">
<vertex vid="1" u0="0.953125" v0="0" />
<vertex vid="2" u0="-1.515625" v0="0" />
<vertex vid="6" u0="-1.515625" v0="-0.3203125" />
<vertex vid="5" u0="0.953125" v0="-0.3203125" />
</poly>
<poly mid="0">
<vertex vid="2" u0="1.46875" v0="0" />
<vertex vid="3" u0="-1.4375" v0="0" />
<vertex vid="7" u0="-1.4375" v0="-0.3203125" />
<vertex vid="6" u0="1.46875" v0="-0.3203125" />
</poly>
<poly mid="0">
<vertex vid="3" u0="1.515625" v0="0" />
<vertex vid="0" u0="-0.953125" v0="0" />
<vertex vid="4" u0="-0.953125" v0="-0.3203125" />
<vertex vid="7" u0="1.515625" v0="-0.3203125" />
</poly>
<poly mid="0">
<vertex vid="1" u0="-1.46875" v0="-0.953125" />
<vertex vid="0" u0="1.4375" v0="-0.953125" />
<vertex vid="3" u0="1.4375" v0="1.515625" />
<vertex vid="2" u0="-1.46875" v0="1.515625" />
</poly>
<poly mid="0">
<vertex vid="6" u0="-1.46875" v0="-1.515625" />
<vertex vid="7" u0="1.4375" v0="-1.515625" />
<vertex vid="4" u0="1.4375" v0="0.953125" />
<vertex vid="5" u0="-1.46875" v0="0.953125" />
</poly>
</polygons>
</primitive>
</primitives> |
|
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Thu Dec 27, 2012 9:03 am Post subject: |
|
|
Hi there UncleSam and welcome to these forums.
Polygons in DeleD can be made up out of any number of vertices. I see you've build a cube in your example, and the sides of the cube are made out of rectangular polygons by default.
If you need all your polygons to be triangles, simply triangulate your model using the Triangulate tool. You will end up with twice as many polygons. But when you export your file, you'll see they all have 3 vertices per polygon.
Hope this helps! _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
|
Back to top |
|
|
UncleSam Member
Joined: 27 Dec 2012 Posts: 2
|
Posted: Thu Dec 27, 2012 4:42 pm Post subject: |
|
|
Yes, this helps. Thank you very much |
|
Back to top |
|
|
|