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3 Dimensional Chat / Vertex colours

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richardneail
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 11th Nov 2003 13:01
Hi,

Quick Question.

Does DBP load vertex colours from 3ds and X files ?

Rich

You might never win but if you give in will you ever know ??????
Van B
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Location: Sunnyvale
Posted: 11th Nov 2003 14:39
No.

They're simply not supported when loading a mesh - however, you can use them in memblock meshes - so if you loaded your mesh then converted to a memblock, you could then colour the verts manually before exporting back to a mesh. You could even save the memblock to save messing about in the actual engine. It would be pretty tricky to set the colours yourself, especially if you were trying to remake a vertice lightmap or something. I use them on my memblock matrices, but a matrice is far easier to colour than a complex mesh.

Froggermon and ESC paid Kevil to make an .X importer for him to combat this very problem in Frogger's and ESC's Roswell Racers competition entry - I don't think they'd want to share the code with everyone, but I assume this is for DarkGT, not a competition entry so it's worth a shot asking Frogger if he'd share it, perhaps you guys could come to some sort of code trade. I'm not 100% sure if the memblock system is ideal for a complex mesh with lots of differenct textures though - a memblock mesh supports only 1 texture, so you might end up having a different mesh for every different texture - might really slow your engine down (esp considering collision detection).


Van-B


I laugh in the face of fate!
richardneail
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Location: United Kingdom
Posted: 11th Nov 2003 14:58
hmmmmmmmm,

As I can actually load the Lightwave models direct into DBP I might have to have a look at doing that way.

Will have a think about it.

Thanks anyway.

Rich

You might never win but if you give in will you ever know ??????
richardneail
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Location: United Kingdom
Posted: 11th Nov 2003 15:04
I thought that the FVF format for the memblocks had changed and now you couldnt have vertex colours ?

Rich

You might never win but if you give in will you ever know ??????
Van B
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Location: Sunnyvale
Posted: 11th Nov 2003 15:16 Edited at: 11th Nov 2003 15:19
Nah, you can specify the format yourself, so if you specify format 274 (I think) you don't get the colours, specifying format 383 (I think) lets you specify vertice colours. Somewhere on this forum I posted a little code showing memblock matrice stuff, look for the great indoors threads.

[edit]:It's format 338 with 36 bytes per vert.


Van-B


I laugh in the face of fate!
richardneail
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 11th Nov 2003 15:39
Ok great I will have a look at that then.

So as you can actually use different FVF formats is there one that allows you to specify different textures? and if so could you use it within DBP?

I will have to make sure this all goes in the help files !! LOL

Rich

You might never win but if you give in will you ever know ??????
Van B
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Posted: 11th Nov 2003 16:35
Not yet, hopefully soon, because I wanna make a modeller in DBPro and don't relish having to use multiple objects. With any luck they'll add a few different formats, including the internal .DBO format we keep hearing hints about but have never had any real access to - maybe even give us a memblock to X file exporter too. The existing format is about as basic as it can get, 3 vert polys whether you share verts or not etc, not really ideal for optimum mesh creation.

Of course the problem is that we have no real idea if and when these features will be available.


Van-B


I laugh in the face of fate!
richardneail
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 11th Nov 2003 17:22
K well guess we just have to wait and see.

I have now finally got the SDK for Lightwave so I should be able to import the LWO files, UV data and all into DBP

I am going to look deeper into this FVF format I think.

Rich

You might never win but if you give in will you ever know ??????

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