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Old 09-29-11, 09:32 PM   #1
Madox58
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I've gotten quite a lot figured out so far.
I understand the way the meshes are written and adjusted completely now,
what the bytes before the first vert group are,
how the meshes and textures are done,
and the lighting stuff.

Still unsure of a few bytes at the moment but those should be known pretty quickly with some more testing.

What do you program in?
C++, C#?
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Old 09-29-11, 10:06 PM   #2
magicstix
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What do you program in?
C++, C#?
C++, C, assembly, python, mantis, flying crane...
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Old 09-30-11, 02:18 PM   #3
Madox58
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Originally Posted by magicstix View Post
C++, C, assembly, python, mantis, flying crane...
Flying Crane...............


Is that some kind of Borland product?


I forgot that I did look at the J3D format awhile back. No wonder I figured it out so fast!


I did figure out alot more this pass though. So I can explain the format and how to read/write it.

I only have the demo files to look at so if someone has a few models converted with the original 3D Max Exporter?
I'd like to see those again also.
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Old 09-30-11, 02:52 PM   #4
TLAM Strike
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Quote:
Originally Posted by privateer View Post
I forgot that I did look at the J3D format awhile back. No wonder I figured it out so fast!
Yea now I remember you helped me out with converting a few files.


Quote:
I only have the demo files to look at so if someone has a few models converted with the original 3D Max Exporter?
I'd like to see those again also.
Try this: http://www.mediafire.com/?j0qq91cu6hn5on4
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Old 09-30-11, 03:16 PM   #5
Madox58
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Got the package.


After looking at many other formats?
J3D is a pretty simple format to work with.

The only thing I do not understand at the moment is a few bytes in each vert entry.


I'm wondering if they may be a damaged version of the object or a seperate Texcoords thing for damages or something.


I'll have to extract them and try them both ways to know for sure.
I've only seen actual numbers aside from 0 for 1 model at this time.
Once I finish a Template for 010 Editor it will be much faster to check existing J3D files to compare how many have a 0 or actual numbers in that section.
Since switching to the 010 editor I've been able to figure stuff out much faster! Not bad for a $50.00 program!
3D Object Converter (which also costs around the same) seems to blend some verts or drop some meshes on the J3D format.
So being able to write a Temple or Script with 010 allows a perfect extraction 'as the file is'.

Last edited by Madox58; 09-30-11 at 03:29 PM.
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Old 12-07-11, 06:23 PM   #6
Madox58
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I've been codeing some stuff in python lately for a program called Noesis.
I'm studying the source code now to write a plugin for it that will export to the j3d format.
Noesis is a free program that also has a viewer built into it and supports many different formats so it's good for alot of different reasons.

You can get it here.........
http://forum.xentax.com/viewtopic.php?f=33&t=4582
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Old 12-08-11, 09:36 PM   #7
magicstix
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Well I've finally started working on a 3D engine of sorts. Right now it's just a learning experience for D3D11, but I've finished up my camera classes, a per pixel lighting shader, and a 3DS max file loader.

Since I've already finished a 3DS loader, maybe I'll stick with that format, since TLAM seems to have a lot of models in 3DS...

I will take a look at the j3d loader though! Once I start formally putting together an actual game engine I'll probably look at formats other than 3ds, since I don't particularly like it (the worst part is I have to calculate normals myself).
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