From: Drake W. <dr...@er...> - 2002-06-20 14:19:34
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I have been looking around for a decent file format that I could parse for some objects I want to define. Originally I wanted to go W3D or 3DS formats since I already had some models that would be way cool to use. (anyone know of a parser for these? of a good reference to the file format?) I decided to start a simple XML file format. I haven't decided on the schema yet. If nobody else is interested in it, I will probably just make the schema to follow my engine. Since the project I'm working on is open source... and I would do it anyway... I would like to create a simple expandable parser for others to use also. Does anyone want to give input? Or anyone know any good ascii based file formats I could follow (for name and feature lists). thanks ps... everything is going to xml anyway.... why not this? |
From: Antony R. <ri...@to...> - 2002-06-20 14:28:08
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Drake, Will you be creating a website/webpage documenting how you get on with this project. If so (or if there is already one), please could you send the link across. If you want any testing done, I'd be more than happy to help out. Thanks. ribot ----- Original Message ----- From: "Drake Woodring" <dr...@er...> To: <gl4...@li...> Sent: Thursday, June 20, 2002 3:24 PM Subject: [gl4java-usergroup] xml 3d file format > I have been looking around for a decent file format that I could parse for > some objects I want to define. Originally I wanted to go W3D or 3DS formats > since I already had some models that would be way cool to use. (anyone know > of a parser for these? of a good reference to the file format?) > > I decided to start a simple XML file format. I haven't decided on the > schema yet. If nobody else is interested in it, I will probably just make > the schema to follow my engine. Since the project I'm working on is open > source... and I would do it anyway... I would like to create a simple > expandable parser for others to use also. > > Does anyone want to give input? Or anyone know any good ascii based file > formats I could follow (for name and feature lists). > > thanks > > ps... everything is going to xml anyway.... why not this? > > > > ------------------------------------------------------- > Bringing you mounds of caffeinated joy > >>> http://thinkgeek.com/sf <<< > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Drake W. <dr...@er...> - 2002-06-20 14:46:28
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It will definately be up on a web... but I proably wont spend time on a webpage (just some links). At least initially. I'm still trying to come up with everything it should contain. I want to make it as human readable as possible... so you can write it by hand from some graph paper. the current plan is something like this <texture name="front"\> <polygon name = "frontside" style="strip"> <texture>front<\texture> <vertex x ="10", y="20", z="30"\> <vertex x ="20", y="30", z="30"\> <vertex x ="30", y="40", z="30"\> <\polygon> <3dobject name="box"> <part> <object="frontside"\> <transform: dx="-10", dy="30", dz="50", rx=".3"\> <part name="frontside"\> <\3dobject> ie, really simple.. but I'm willing to use/add anything that will make it useful to others (as long as I can still use it). So I guess I'm asking for input on what is needed for a full fledged 3d format. Since XML is good for allowing you to add things only when needed. I'm pretty sure we could come up with a full xml description at the same time as make it simple when you can use the defaults. ----- Original Message ----- From: "Antony Ribot" <ri...@to...> To: "Drake Woodring" <dr...@er...>; <gl4...@li...> Sent: Thursday, June 20, 2002 8:35 AM Subject: Re: [gl4java-usergroup] xml 3d file format > Drake, > > Will you be creating a website/webpage documenting how you get on with this > project. > If so (or if there is already one), please could you send the link across. > > If you want any testing done, I'd be more than happy to help out. > > Thanks. > > ribot > > ----- Original Message ----- > From: "Drake Woodring" <dr...@er...> > To: <gl4...@li...> > Sent: Thursday, June 20, 2002 3:24 PM > Subject: [gl4java-usergroup] xml 3d file format > > > > I have been looking around for a decent file format that I could parse for > > some objects I want to define. Originally I wanted to go W3D or 3DS > formats > > since I already had some models that would be way cool to use. (anyone > know > > of a parser for these? of a good reference to the file format?) > > > > I decided to start a simple XML file format. I haven't decided on the > > schema yet. If nobody else is interested in it, I will probably just make > > the schema to follow my engine. Since the project I'm working on is open > > source... and I would do it anyway... I would like to create a simple > > expandable parser for others to use also. > > > > Does anyone want to give input? Or anyone know any good ascii based file > > formats I could follow (for name and feature lists). > > > > thanks > > > > ps... everything is going to xml anyway.... why not this? > > > > > > > > ------------------------------------------------------- > > Bringing you mounds of caffeinated joy > > >>> http://thinkgeek.com/sf <<< > > > > _______________________________________________ > > gl4java-usergroup mailing list > > gl4...@li... > > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Byron W. <bsl...@mi...> - 2002-06-20 16:00:38
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If you are looking for some code that parses the 3DS file format go here: http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg4.htm It's in C++ so you'll have to convert all the structs into classes and you'll also have flip bits to get the data from little endian to big endian. Here is another place, it's a Quake III model viewer in Java with full source. You can use the LittleEndianDataInputStream class to do the bit flipping dirty work. It's also an example on how to convert the data to something you can use in Java. http://md3view.fragland.net/ I recently wrote a Quake 2 model viewer/animator which also supports loading of milkshape3d ascii models (no skeletal animation yet) and was contemplating writing another loader of 3DS files.... just gotta find the motivation. One of the most challenging things was reading the data correctly, it's actually pretty funny view the results of an incorrectly parsed model :). When I am happy with the structure of the code I'll be releasing the source. If you choose to use XML as a model format it would be cool to convert known model formats into a similar XML format. Just a thought. Oh yeah, here is a link to the unofficial 3DS file format : http://www.the-labs.com/Blender/3DS-details.html -Byron -----Original Message----- From: gl4...@li... [mailto:gl4...@li...]On Behalf Of Drake Woodring Sent: Thursday, June 20, 2002 7:24 AM To: gl4...@li... Subject: [gl4java-usergroup] xml 3d file format I have been looking around for a decent file format that I could parse for some objects I want to define. Originally I wanted to go W3D or 3DS formats since I already had some models that would be way cool to use. (anyone know of a parser for these? of a good reference to the file format?) I decided to start a simple XML file format. I haven't decided on the schema yet. If nobody else is interested in it, I will probably just make the schema to follow my engine. Since the project I'm working on is open source... and I would do it anyway... I would like to create a simple expandable parser for others to use also. Does anyone want to give input? Or anyone know any good ascii based file formats I could follow (for name and feature lists). thanks ps... everything is going to xml anyway.... why not this? ------------------------------------------------------- Bringing you mounds of caffeinated joy >>> http://thinkgeek.com/sf <<< _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |