How do you read UV's?

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How do you read UV's? // Archive: Tech Forum

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Post by clintonman // Feb 9, 2006, 5:02am

clintonman
Total Posts: 304
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I'm working on an export script for the doom3 game format. It's going pretty well but I don't know how to read the UV coordinate information from the object mesh. How do you read uv's from a mesh?


Clinton

Post by tomasb // Feb 9, 2006, 7:43am

tomasb
Total Posts: 261
UVs are defined by index stream and data stream, index stream contains per triangle vertex index to UV data stream.


Index stream is stored in Triangle stream group - RdUVTriangleStream, it's ID is {45FF7B38-B916-45da-951A-25C244375BD0}. Use GetTrianglesStream on mesh DO.


Data stream is stored in Custom stream group - RdUVCoordStream, it's ID is {398938C2-1FAC-49ba-8AB9-67E222CAF492}. Use GetCustStream on mesh DO.


May be PeterMa can add something to this...

Post by clintonman // Feb 9, 2006, 8:30pm

clintonman
Total Posts: 304
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Still no luck. I get an invalid procedure call or argument. I've tried to use the id in quotes, with and without the curly brackets, with and without the dashes. What does "mesh DO" mean? Maybe I'm having trouble because I don't know what "DO" is.


...Use GetTrianglesStream on mesh DO.

...Use GetCustStream on mesh DO.


Clinton

Post by Colfax // Feb 9, 2006, 9:51pm

Colfax
Total Posts: 49
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Are you saying that you're making an export script for Truesace7? If so, I'm very interested in how you're doing this, and how well it goes. I don't know very much about scripting or programming, but the more formats, including game model formats, that TS can export, the better.


Don't doom models have normal mapping? If so, are you planning to go as far as to support the normal mapping get converted as well?


Right now you have to use all kinds of seperate tools to compile models for games like HalfLife2 or Doom3. I was thinking how cool it would be if Caligari's next GameSpace supported all those newer games formats. Just wishful thinking.

Post by clintonman // Feb 11, 2006, 2:06pm

clintonman
Total Posts: 304
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I am trying to make an export script. I already made an import script to test my understanding of the file format. A simple export script is the next step. The scipt will use only one fake bone to test the export. Someone else wrote a max script that enables animation export of vertex animations to the doom3 md5 format by assigning a fake bone to each vertex. Adapting the logic of the scipt would be the next step. After that would come a true skeletal animation using the truespace 7.1 bones.

That's the plan. Wish me luck.


Clinton

Post by mrbones // Feb 14, 2006, 7:09pm

mrbones
Total Posts: 1280
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Good Luck Clinton, Cheers:)


I am trying to make an export script. I already made an import script to test my understanding of the file format. A simple export script is the next step. The scipt will use only one fake bone to test the export. Someone else wrote a max script that enables animation export of vertex animations to the doom3 md5 format by assigning a fake bone to each vertex. Adapting the logic of the scipt would be the next step. After that would come a true skeletal animation using the truespace 7.1 bones.

That's the plan. Wish me luck.


Clinton
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