Hi Jeff, sorry for the late feed-back
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Originally Posted by Jeff-Groves
One thing that has bothered me for a long time now.
Since we have a gray scale image to work with?
How do We convert that to the RAW format?
I'm doing some research to do a conversion like that now.
Granted it would only have the details a grey scale map would have but would allow us to cut it down and modify it much faster!
You'd never have to go In Game to get areas to modify.
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Indeed, reading HGT data in numeric format, instead of converting that data as a grayscale height map. If you find a way to extract heights values automatically from those files and to store them in an obj files, that would be a big step forward!
Quote:
Originally Posted by Jeff-Groves
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Thank you Sir, I appreciate all your work. This new version of the exporter will surely speed up the conversion process
Quote:
Originally Posted by Jeff-Groves
I will give you a heads up on an issue I came across.
IF you export an obj file with the RAW to obj script, then try to reconvert to RAW from that file?
It will not work! UNLESS!
You take out the 2 lines,
i=(i+1);
You do that like this,
//i=(i+1);
I'll probably code for that issue as there is always someone that will complain.
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Do you mean from RAW to OBJ and back from OBJ to RAW without further steps? I am pretty sure I tried doing that in the past and I didn't notice anything wrong
Is the current alpha fixing the issue?
Quote:
Originally Posted by Jeff-Groves
Working on combining the different scripts into a single script now.
It will auto run on load and give you the option to choose a RAW or OBJ file.
Once selected it will do it's job, save the file, then close with no other interaction needed.
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Quote:
Originally Posted by Jeff-Groves
I've added in some checks to be sure it's a valid RAW file or valid OBJ file.
Select a RAW file and it does it's job and saves the new OBJ file with the input file name.
Same if you select the OBJ file.
This will be the final stage before going to a stand alone program that does not require 010.
It's much faster to prototype in 010 then a regular compiler.
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Another nice idea actually, but there are many ways an OBJ file can be written down, each 3D program/exporter following its own rules. If I can give you a suggestion, make sure that your code will read correctly obj files exported from the most common 3D programs (let's say at least Max, Blender, Wings3D).
Quote:
Originally Posted by Jeff-Groves
Reducing the Vert textures and faces to a math formula now.
That reduces the size of the script.
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I could do without that feature and I am afraid that adding more formulas might increase the chances of a bug, but I understand that a programmer wants its code to be as clean and free from redundancy as possible, and I see the beauty of this approach
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Originally Posted by Jeff-Groves
Also adding commands to save the final output RAW in a JSGME structure for easily testing in Game.
You'll be able to turn that feature on or off as you wish.
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Sweet!
Quote:
Originally Posted by Jeff-Groves
One thing I noted from gap's files is he saves faces in the poly mode.
I save in a triangle mode. Not sure if that actually makes a difference?
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Well, it shouldn't. What matters are vertices, not faces. Isn't it?
Quote:
Originally Posted by Jeff-Groves
I'm wondering if I should add an option to do the texture mapping to be a side view.
The reason for that would be to allow one to see the height as moved in a 3D program.
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What do you mean?