Thread: RE: [Algorithms] 3DS woes.
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From: Robert D. <RD...@ac...> - 2000-07-19 16:03:38
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> I have a house.3ds file that is basicly a box and roof but the > roof never lands on top of the house. If I join the roof and box then it > works ok. Are you by any chance using the MAX exporter that writes 3DS files ? If so, then that may be your problem - when I looked at it, it seemed to be bugged. Something to do with using the wrong matrix I think. Something like GetNodeTM being used where GetObjectTM should have been perhaps ? hope thats some small help, Robert |
From: Leigh M. <lei...@ro...> - 2000-07-19 17:24:39
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Yuppers. I am using the Max R3.1 and the export plugin. I will look at the code and try the switch your talking about. I find the whole thing wierd as MAX will read the file back in correct. So what do others do when it comes to MAX, write thier own plugin? Leigh McRae ----- Original Message ----- From: Robert Dibley <RD...@ac...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 12:10 PM Subject: RE: [Algorithms] 3DS woes. > > I have a house.3ds file that is basicly a box and roof but the > > roof never lands on top of the house. If I join the roof and box then it > > works ok. > > Are you by any chance using the MAX exporter that writes 3DS files ? > If so, then that may be your problem - when I looked at it, it seemed to be > bugged. Something to do with using the wrong matrix I think. Something > like GetNodeTM being used where GetObjectTM should have been perhaps ? > > hope thats some small help, > > Robert > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Neal T. <ne...@ps...> - 2000-07-20 09:55:13
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Leigh McRae <lei...@ro...> writes: > Yuppers. I am using the Max R3.1 and the export plugin. I will look at > the code and try the switch your talking about. I find the whole thing > wierd as MAX will read the file back in correct. So what do others do when > it comes to MAX, write thier own plugin? I'd suggest either that or using the ASE ASCII exporter. As far as I recall we concluded that the .3ds format couldn't actually support all the things that could be done in Max anyway (its really a 3D Studio rather than a 3D Studio Max format, I think). Neal Tringham (Sick Puppies) ne...@ps... ne...@em... |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:51:29
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Yes. www.codercorner.com\Flexporter.htm ----- Original Message ----- From: Leigh McRae <lei...@ro...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 7:24 PM Subject: Re: [Algorithms] 3DS woes. > Yuppers. I am using the Max R3.1 and the export plugin. I will look at > the code and try the switch your talking about. I find the whole thing > wierd as MAX will read the file back in correct. So what do others do when > it comes to MAX, write thier own plugin? > > Leigh McRae > > ----- Original Message ----- > From: Robert Dibley <RD...@ac...> > To: <gda...@li...> > Sent: Wednesday, July 19, 2000 12:10 PM > Subject: RE: [Algorithms] 3DS woes. > > > > > I have a house.3ds file that is basicly a box and roof but the > > > roof never lands on top of the house. If I join the roof and box then > it > > > works ok. > > > > Are you by any chance using the MAX exporter that writes 3DS files ? > > If so, then that may be your problem - when I looked at it, it seemed to > be > > bugged. Something to do with using the wrong matrix I think. Something > > like GetNodeTM being used where GetObjectTM should have been perhaps ? > > > > hope thats some small help, > > > > Robert > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Timur D. <ti...@3d...> - 2000-07-19 17:48:53
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I`m trying to come up with good lod function for progressive mesh reduction, i have all progressive mesh collapses precalculated so can`t use per vertex screen error function, i need something more general for complete mesh, function which says how many percents of mesh should be cut down currently i just taking screen space area of mesh bounding box, dividing by some kludge const, but it works badly for different mesh scales. any ideas? regards. _______________________ Timur Davidenko. 3Dion Inc. (www.3dion.com) e-mail: ti...@3d... |
From: Michael S. H. <mic...@ud...> - 2000-07-19 20:04:21
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This may be borderline off-topic for this list... If you agree, please respond directly to me to avoid spamming the list. I was wondering what some of you are doing for PC optimization of your C/C++ code? More specifically, I'm wondering how you're leveraging your tools (compiler, etc) when you don't have the bandwidth to run through and hand optimize all of your code. What compilers are you using to get the best optimization (I'm stuck with VC6), what optimizations have you found to be safe and fast, and what optimization have you found to be dangerous? I'm also thinking that the responses might form the basis of a FAQ for future newbies. Michael Harrison United Developers / Inertia, LLC Director of Development Development Lead for RC Simulator 214-855-5955 x 102 Work log @ http://lynx.inertiagames.com |
From: Gil G. <gg...@ma...> - 2000-07-19 20:35:35
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> This may be borderline off-topic for this list... If you agree, please respond directly to me to avoid spamming the list. > > > I was wondering what some of you are doing for PC optimization of your C/C++ code? More specifically, I'm wondering how you're leveraging your tools (compiler, etc) when you don't have the bandwidth to run through and hand optimize all of your code. What compilers are you using to get the best optimization (I'm stuck with VC6), what optimizations have you found to be safe and fast, and what optimization have you found to be dangerous? > Well, we use VC6 and we find it does a very good job at the default "release" settings. We use VTune to profile actual gameplay situations. When we locate a hot spot, usually it is an algorthmic problem (hence your question isn't off-topic). Some performance problems aren't really algortihmic, and VTune provides further information. For example, VTune is the ultimate tool for seeing how well VC did with the code generation. VC usually generates excellent asm. The crappy memory subsystem on the PC is more likely to show up as the culprit and in this case you might consider if your data could be reorganized or compressed. -Gil |
From: Leigh M. <lei...@ro...> - 2000-07-20 13:25:11
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Thanks all for solving this problem. Not sure why I still expect published code to work. Just to sum up what I have concluded from this whole 3ds mess: 1) The 3ds export plugin for MAX R3.1 does indeed seem to be broken as I couldn't find anything that would display the 3ds file correctly. It was found that a Lightwave 3ds worked fine. 2) The 3ds format isn't worth the trouble unless you must have it for some compatability issue. DOS 8.3 file naming and the limit of 16bit indices was enough to make me leave the 3ds format. 3) There is a R3_SKELETON for export plugins found in the HOWTO directory that gives you the best starting point. 4) The ASCII export plugin is the best reference for actually writing the plugin. Leigh McRae ----- Original Message ----- From: Robert Dibley <RD...@ac...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 12:10 PM Subject: RE: [Algorithms] 3DS woes. > > I have a house.3ds file that is basicly a box and roof but the > > roof never lands on top of the house. If I join the roof and box then it > > works ok. > > Are you by any chance using the MAX exporter that writes 3DS files ? > If so, then that may be your problem - when I looked at it, it seemed to be > bugged. Something to do with using the wrong matrix I think. Something > like GetNodeTM being used where GetObjectTM should have been perhaps ? > > hope thats some small help, > > Robert > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |