export ASE to B3D Help me!!
Blitz3D Forums/Blitz3D Programming/export ASE to B3D Help me!!
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i have created the convert format ASE (ASCII Max) to B3D, have a problem visualizzation object, help me!! the dump not result problem, the file load correct, not visualization object excuse for the my english Thanks all Bye ;) ;--------------------------- ; ;--------------------------- Function WriteBB3D( file, state$ ) select state$ ;------------------- case "Init" b3dSetFile( file ) b3dBeginChunk( "BB3D" ) b3dWriteInt( 1 ) ;version ;------------------- case "Material" stop b3dBeginChunk( "TEXS" ) for Id_mat = 0 to MAT_Count ;===> Diffuse map b3dWriteString( MatTex0$(Id_mat) ) b3dWriteInt( 1 ) ;textureflag b3dWriteInt( 2 ) ;textureblend b3dWriteFloat( 0 ) ;x_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 1 ) ;x_scale b3dWriteFloat( 1 ) ;y_scale b3dWriteFloat( 0 ) ;rotation ;===> Light Map b3dWriteString( MatTex1$(Id_mat) ) b3dWriteInt( 65536) ;textureflag for 2nd ! uv channel [65536=normal, 65584=clamp u,v and so on ...] b3dWriteInt( 2 ) ;textureblend b3dWriteFloat( 0 ) ;x_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 1 ) ;x_scale b3dWriteFloat( 1 ) ;y_scale b3dWriteFloat( 0 ) ;rotation ;===> next b3dEndChunk() ;end of TEXS chunk b3dBeginChunk( "BRUS" ) b3dWriteInt( 2 ) ;textures per brush[1] for Id_mat = 0 to MAT_Count mat = Id_mat*2 ;===> b3dWriteString( MatName$(Id_mat) ) ;name b3dWriteFloat( MatR(Id_mat) ) ;red b3dWriteFloat( MatG(Id_mat) ) ;green b3dWriteFloat( MatB(Id_mat) ) ;blue b3dWriteFloat( MatA(Id_mat) ) ;alpha b3dWriteFloat( MatShine(Id_mat) ) ;shininess b3dWriteInt( 2 ) ;blend b3dWriteInt( 1 ) ;FX b3dWriteInt( mat+0 ) ;texture_id 0 b3dWriteInt( mat+1 ) ;texture_id 1 ;===> next b3dEndChunk() ;end of BRUS chunk ;------------------- case "Mesh" stop b3dBeginChunk( "NODE" ) b3dWriteString( "ob" ) b3dWriteFloat( XYZ_px ) ;x_pos b3dWriteFloat( XYZ_py ) ;y_pos b3dWriteFloat( XYZ_pz ) ;y_pos b3dWriteFloat( XYZ_sx ) ;x_scale b3dWriteFloat( XYZ_sy ) ;y_scale b3dWriteFloat( XYZ_sz ) ;z_scale b3dWriteFloat( XYZ_pw ) ;rot_w b3dWriteFloat( XYZ_px ) ;rot_x b3dWriteFloat( XYZ_py ) ;rot_y b3dWriteFloat( XYZ_pz ) ;rot_z WriteMESH1(curObj) b3dEndChunk() ;End of NODE chunk ;------------------- case "End" b3dEndChunk() ;end of BB3D chunk End Select End Function Function WriteMESH1(curobj ) n_verts = XYZ_Count_vertex n_tris = (XYZ_Count_face-1) b3dBeginChunk( "MESH" ) b3dWriteInt( -1 ) ;no 'entity' brush b3dBeginChunk( "VRTS" ) b3dWriteInt( 0 ) ;flags - 0=no 1=normal 2=Vertex color b3dWriteInt( 2 ) ;0 tex_coord sets b3dWriteInt( 2 ) ;0 coords per set For j=0 To n_tris For k=0 To 2 ;===> Id di ricostruzione triangoli Id_Vert = XYZ_face(j,k) Id_UV0 = UVW_face(j,k) Id_UV1 = UVW_face1(j,k) ;===> XYZ Vertex b3dWriteFloat( XYZ_vertex(Id_Vert,0) ); X b3dWriteFloat( XYZ_vertex(Id_Vert,1) ); Y b3dWriteFloat( XYZ_vertex(Id_Vert,2) ); Z ;===> XYZ Vertex ;b3dWriteFloat( XYZ_normal(Id_Vert,0) ); X ;b3dWriteFloat( XYZ_normal(Id_Vert,1) ); Y ;b3dWriteFloat( XYZ_normal(Id_Vert,2) ); Z ;===> UVW 0 Default Map b3dWriteFloat( UVW_vertex(Id_UV0,0) ) ; U b3dWriteFloat( UVW_vertex(Id_UV0,1) ) ; V ;===> UVW 1 Light Map b3dWriteFloat( UVW_vertex1(Id_UV1,0) ); U b3dWriteFloat( UVW_vertex1(Id_UV1,1) ); V ;===> Next Next b3dEndChunk() ;end of VRTS chunk b3dBeginChunk( "TRIS" ) b3dWriteInt( 0 ) ;brush for these triangles For j=0 To n_tris ;===> Tris_v = j*3 b3dWriteInt( Tris_v+0 ); X b3dWriteInt( Tris_v+1 ); Y b3dWriteInt( Tris_v+2 ); Z ;===> Next b3dEndChunk() ;end of TRIS chunk b3dEndChunk() ;end of MESH chunk End Function |
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you need to set the flag for the flags in the vrts section to thisb3dBeginChunk( "VRTS" ) b3dWriteInt( 1 ) ;flags - 0=no 1=normal 2=Vertex color don't know if that is all, tell me if it helps though. you might also want to look at the link in my signature. |
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The export is success full, not problem in the export, the dump program check is OK! load file B3D not error! 1 problem not visualization? :( |
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have you tried loading the model into unwrap3d? also would you be able to post a example model and your that has been exported? so I can "See" what is happening? |