-del-
+3
ecreek
Quork
graymac
7 posters
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Waste of time making over-detailed people to stick on platforms etc. Theyre passed by in a moment. Prioritise resources if you want to finish the job before the time comes to draw your pension!
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I don't think Wongie suggests doing people, it's just a good tut for the program. Putting a head-on and a side image of a train, it could be done the same way.
Quork- Posts : 1437
Join date : 2012-05-05
Age : 32
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: -del-
Wongie, have you tried to export anything from these programs to OpenBVE? It seems to have problems with x formats from other modelling programs. I have tried with 3D Crafter but no luck. Michelle was very reluctant to change OpenBVE's x format structure to make it more acceptable. There seems to be several types of x format.
Also I think there is some confusion about the B3D format. B3D is a proprietary format used by Blitz3D program. I don't think it is the same format as the one developed by Mackoy.
Also I think there is some confusion about the B3D format. B3D is a proprietary format used by Blitz3D program. I don't think it is the same format as the one developed by Mackoy.
ecreek- Posts : 62
Join date : 2011-08-23
Re: -del-
It appears there are a significant number of 3D file formats which are mutually incompatible. The practical solution would be some kind of conversion program? It's almost certain to be complicated and difficult to achieve, otherwise it might have been done by now.
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There is a conversion program - 3D Crafter - which supports also .csv format for (open)BVE. At a ridiculous price of USD 70 you can have it...
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Derryck wrote:There is a conversion program - 3D Crafter - which supports also .csv format for (open)BVE. At a ridiculous price of USD 70 you can have it...
3D crafter is not a coversion program! It a 3D editor, just like blender or sketchup or whatever, that is capable of exporting to .csv (BVE). Also .x too and many other formats. And yes, the price is scary!
Blitz3D (.b3d) and the BVE .b3d don't seem tobe the same either. I have tried exporting from 3D programs to a few kinds of .b3d without any success.
It is possible to export from sketchup to a working .x for BVE5. I would like to see OpenBVE work with .x files as well as BVE5 actually.
BruceS- Posts : 77
Join date : 2011-08-31
Location : Somwhere in the Worth Valley
Re: -del-
Microsoft X file format supports 49 different templates. The list is here:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb173015%28v=vs.85%29.aspx
As we can see looking inside the file XObjectParser.cs, being part of openBVE source code, only these eleven are supported:
ColorRGB
ColorRGBA
Coords2d
Material
Mesh
MeshFace
MeshMaterialList
MeshNormals
MeshTextureCoords
TextureFilename
Vector
.. So it's only by chance if a X file saved or converted with a general 3D tool can be used by openBVE.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb173015%28v=vs.85%29.aspx
As we can see looking inside the file XObjectParser.cs, being part of openBVE source code, only these eleven are supported:
ColorRGB
ColorRGBA
Coords2d
Material
Mesh
MeshFace
MeshMaterialList
MeshNormals
MeshTextureCoords
TextureFilename
Vector
.. So it's only by chance if a X file saved or converted with a general 3D tool can be used by openBVE.
Re: -del-
tof63 wrote:
.. So it's only by chance if a X file saved or converted with a general 3D tool can be used by openBVE.
The chance sadly seems tobe 0.0000001%...
However thank you very much for telling me whats compatable in OpenBVE!
BruceS- Posts : 77
Join date : 2011-08-31
Location : Somwhere in the Worth Valley
Re: -del-
Mackoy's original csv to x converter works with OpenBVE. I use 3D Crafter to export to csv file format and then Mackoy's tool to convert to x format.
X format is graphically much more economical than csv and routes made with x objects load much quicker than csv. The file sizes are also much smaller.
Being able to export directly to an x format that OpenBVE accepts would be great. In a modelling program you can create a whole station as one object rather than having to make several smaller objects by hand coding.
OpenBVE has a very good graphics engine that could do a lot more with more economical file formats.
X format is graphically much more economical than csv and routes made with x objects load much quicker than csv. The file sizes are also much smaller.
Being able to export directly to an x format that OpenBVE accepts would be great. In a modelling program you can create a whole station as one object rather than having to make several smaller objects by hand coding.
OpenBVE has a very good graphics engine that could do a lot more with more economical file formats.
ecreek- Posts : 62
Join date : 2011-08-23
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ecreek wrote: In a modelling program you can create a whole station as one object rather than having to make several smaller objects by hand coding.
I already do that as an *.animated object...
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The difficulty remains with no simple way to convert back the other direction from x file to csv/b3dMackoy's original csv to x converter works with OpenBVE. I use 3D Crafter to export to csv file format and then Mackoy's tool to convert to x format.
Guest- Guest
Re: -del-
Wongie2009 wrote:If only programmers could write a simple find-and-replace style converter, (hopefully not the way Mackoy wrote his converter in terms of ease of use) pointing out the commands/values and convert to CSV/B3D commmands/values
I could be tempted to have a go at a simple converter, that would convert an uncompressed text format file back to CSV object. Depends on how easy the formats specifications are to get hold of and then to implement.
No promises though but I'll have a look at it.
LabRatAndy- Posts : 101
Join date : 2011-08-29
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