const unsigned short CHUNK_MAIN = 0x4D4D; // [-]
const unsigned short CHUNK_VERSIONF = 0x0002; //
const unsigned short CHUNK_OBJMESH = 0x3D3D; // [-]
const unsigned short CHUNK_MESHVERSIONF = 0x3D3E;
const unsigned short CHUNK_OBJBLOCK = 0x4000; // [+]
const unsigned short CHUNK_TRIMESH = 0x4100; // [-]
const unsigned short CHUNK_VERTLIST = 0x4110; // [+]
const unsigned short CHUNK_FACELIST = 0x4120; // [+]
I feel that something is missed. Can anyone suggest me how many chunks should be listed to get a valid 3ds file?
[Edited by - Neisa on May 16, 2007 11:19:11 PM]
Question to 3ds format gurus :-)
Here's some problem with exporting to 3ds.
Is this list of chunks enough for 3D Max to load my file:
Here's what i've been using....
#define PRIMARY 0x4D4D#define OBJECTINFO 0x3D3D // This gives the version of the mesh and is found right before the material and object information#define VERSION 0x0002 // This gives the version of the .3ds file#define EDITKEYFRAME 0xB000 // This is the header for all of the key frame info#define MATERIAL 0xAFFF // This stored the texture info#define MATNAME 0xA000 // This holds the material name#define MATDIFFUSE 0xA020 // This holds the color of the object/material#define MAT_TEXMAP 0xA200 // This is a header for a new material#define MAT_MAPNAME 0xA300 // This holds the file name of the texture#define MAT_SPECMAP 0xA204#define MAT_BUMPMAP 0xA230#define OBJECT 0x4000 // This stores the faces, vertices, etc...#define OBJECT_MESH 0x4100 // This lets us know that we are reading a new object#define OBJECT_VERTICES 0x4110 // The objects vertices#define OBJECT_FACES 0x4120 // The objects faces#define OBJECT_MATERIAL 0x4130 // This is found if the object has a material, either texture map or color#define OBJECT_UV 0x4140 // The UV texture coordinates
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