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have u tried 3Dto3D

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there is a DOS program called 3Dto3D which can convert .lwo files from ex. Inspire to OpenGL code, and to Direct3D too, but how do i implement it to my Direct3D code? i know how to do it with OpenGL. but how do i do it with Direct3D? it look like this. (couldnt paste in the whole code coz it so big) xof 0302txt 0064 template Header { <3D82AB43-62DA-11cf-AB39-0020AF71E433> WORD major; WORD minor; DWORD flags; } template Vector { <3D82AB5E-62DA-11cf-AB39-0020AF71E433> FLOAT x; FLOAT y; FLOAT z; } template Coords2d { FLOAT u; FLOAT v; } template Matrix4x4 { array FLOAT matrix[16]; } template ColorRGBA { <35FF44E0-6C7C-11cf-8F52-0040333594A3> FLOAT red; FLOAT green; FLOAT blue; FLOAT alpha; } template ColorRGB { FLOAT red; FLOAT green; FLOAT blue; } template IndexedColor { <1630B820-7842-11cf-8F52-0040333594A3> DWORD index; ColorRGBA indexColor; } template Boolean { <4885AE61-78E8-11cf-8F52-0040333594A3> WORD truefalse; } template Boolean2d { <4885AE63-78E8-11cf-8F52-0040333594A3> Boolean u; Boolean v; } template MaterialWrap { <4885AE60-78E8-11cf-8F52-0040333594A3> Boolean u; Boolean v; } template TextureFilename { STRING filename; } template Material { <3D82AB4D-62DA-11cf-AB39-0020AF71E433> ColorRGBA faceColor; FLOAT power; ColorRGB specularColor; ColorRGB emissiveColor; [...] } template MeshFace { <3D82AB5F-62DA-11cf-AB39-0020AF71E433> DWORD nFaceVertexIndices; array DWORD faceVertexIndices[nFaceVertexIndices]; } template MeshFaceWraps { <4885AE62-78E8-11cf-8F52-0040333594A3> DWORD nFaceWrapValues; Boolean2d faceWrapValues; } template MeshTextureCoords { DWORD nTextureCoords; array Coords2d textureCoords[nTextureCoords]; } template MeshMaterialList { DWORD nMaterials; DWORD nFaceIndexes; array DWORD faceIndexes[nFaceIndexes]; [Material] } template MeshNormals { DWORD nNormals; array Vector normals[nNormals]; DWORD nFaceNormals; array MeshFace faceNormals[nFaceNormals]; } template MeshVertexColors { <1630B821-7842-11cf-8F52-0040333594A3> DWORD nVertexColors; array IndexedColor vertexColors[nVertexColors]; } template Mesh { <3D82AB44-62DA-11cf-AB39-0020AF71E433> DWORD nVertices; array Vector vertices[nVertices]; DWORD nFaces; array MeshFace faces[nFaces]; [...] } template FrameTransformMatrix { Matrix4x4 frameMatrix; } template Frame { <3D82AB46-62DA-11cf-AB39-0020AF71E433> [...] } Header { 1; 0; 1; } Material mat_default { 0.800000;0.800000;0.800000;1.000000;; 32.000000; 0.700000;0.700000;0.700000;; 0.000000;0.000000;0.000000;; } Mesh dan2 { 234; 0.343000;0.550000;0.000000;, 0.343000;0.000000;0.000000;, 0.079000;0.000000;0.000000;, 0.079000;0.550000;0.000000;, 0.079000;0.550000;0.733000;, 0.079000;0.000000;0.733000;, 0.331000;0.550000;0.733000;, 0.331000;0.000000;0.733000;, 0.363632;0.000000;0.732528;, 0.363632;0.550000;0.732528;, 0.393096;0.000000;0.731144;, 0.393096;0.550000;0.731144;, 0.419344;0.000000;0.728896;, 0.419344;0.550000;0.728896;, 0.442328;0.000000;0.725832;, 0.442328;0.550000;0.725832;, 0.462000;0.000000;0.722000;, 0.462000;0.550000;0.722000;, 0.486376;0.000000;0.715152;, 0.486376;0.550000;0.715152;, 0.509168;0.000000;0.706576;, 0.509168;0.550000;0.706576;, 0.530472;0.000000;0.696224;, 0.530472;0.550000;0.696224;, 0.550384;0.000000;0.684048;, 0.550384;0.550000;0.684048;, 0.569000;0.000000;0.670000;, 0.569000;0.550000;0.670000;, 0.590720;0.000000;0.649120;, 0.590720;0.550000;0.649120;, 0.610280;0.000000;0.626080;, 0.610280;0.550000;0.626080;, 0.627680;0.000000;0.600880;, 0.627680;0.550000;0.600880;, 0.642920;0.000000;0.573520;, 0.642920;0.550000;0.573520;, 0.656000;0.000000;0.544000;, 0.656000;0.550000;0.544000;, 0.666312;0.000000;0.512560;, 0.666312;0.550000;0.512560;, 0.674416;0.000000;0.479440;, 0.674416;0.550000;0.479440;, 0.680264;0.000000;0.444640;, 0.680264;0.550000;0.444640;, 0.683808;0.000000;0.408160;, 0.683808;0.550000;0.408160;, 0.685000;0.000000;0.370000;, 0.685000;0.550000;0.370000;, 0.684168;0.000000;0.337232;, 0.684168;0.550000;0.337232;, 0.681704;0.000000;0.306096;, 0.681704;0.550000;0.306096;, 0.677656;0.000000;0.276544;, 0.677656;0.550000;0.276544;, 0.672072;0.000000;0.248528;, 0.672072;0.550000;0.248528;, 0.665000;0.000000;0.222000;, 0.665000;0.550000;0.222000;, 0.656728;0.000000;0.197048;, 0.656728;0.550000;0.197048;, 0.647544;0.000000;0.173824;, and the end of the file 3;1209,1210,1211;, 3;1212,1213,1214;, 3;1215,1216,1217;, 3;1218,1219,1220;, 3;1221,1222,1223;, 3;1224,1225,1226;, 3;1227,1228,1229;, 3;1230,1231,1232;, 3;1233,1234,1235;, 3;1236,1237,1238;, 3;1239,1240,1241;, 3;1242,1243,1244;, 3;1245,1246,1247;, 3;1248,1249,1250;, 3;1251,1252,1253;, 3;1254,1255,1256;, 3;1257,1258,1259;, 3;1260,1261,1262;, 3;1263,1264,1265;, 3;1266,1267,1268;, 3;1269,1270,1271;, 3;1272,1273,1274;, 3;1275,1276,1277;, 3;1278,1279,1280;, 3;1281,1282,1283;, 3;1284,1285,1286;, 3;1287,1288,1289;, 3;1290,1291,1292;, 3;1293,1294,1295;, 3;1296,1297,1298;, 3;1299,1300,1301;, 3;1302,1303,1304;, 3;1305,1306,1307;, 3;1308,1309,1310;, 3;1311,1312,1313;, 3;1314,1315,1316;, 3;1317,1318,1319;, 3;1320,1321,1322;, 3;1323,1324,1325;, 3;1326,1327,1328;, 3;1329,1330,1331;, 3;1332,1333,1334;, 3;1335,1336,1337;, 3;1338,1339,1340;, 3;1341,1342,1343;, 3;1344,1345,1346;, 3;1347,1348,1349;, 3;1350,1351,1352;, 3;1353,1354,1355;, 3;1356,1357,1358;, 3;1359,1360,1361;, 3;1362,1363,1364;, 3;1365,1366,1367;, 3;1368,1369,1370;, 3;1371,1372,1373;, 3;1374,1375,1376;, 3;1377,1378,1379;, 3;1380,1381,1382;, 3;1383,1384,1385;, 3;1386,1387,1388;, 3;1389,1390,1391;; } # MeshNormals } # Mesh Edited by - Funkodysse on November 14, 2001 12:04:18 PM

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Just a friendly reminder. You can use the code or source tags to display source code in a post. It works way better than pasting.

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