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Old 03-05-21, 02:51 PM   #1
Jeff-Groves
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Default Almagest. Strict Import for SH5.

One of the biggest problems when importing with TDW's program is the loose import.
File size grows in an astronomical way!

1st thing you'll ask is "Why that Name?" Look it up!


2nd thing you'll ask is "How do you know it will work?"


There are many posts in the past where I TRIED to explain this all. Those are hard to find and it's time to teach a new crowd.

This is going to be a stand alone program ANYONE can use! No math. No 010 editor. Just run it and your files will be adjusted to a well known standard.
Well know by me any way!

Neal and Jimbuna helped solve my connection issues so this is my way of giving back to ALL my friends here at SubSim.
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Old 03-05-21, 02:59 PM   #2
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Why THAT name?

In the second century, Claudius Ptolemy, an Alexandrian astronomer and mathematician, wrote Mathematike Syntaxis (in Greek) or The Mathematical Compilation, a treatise on the apparent motions of the stars and planets. This work soon became known as The Greatest Compilation and it established the model of a geocentric universe, a scientific schema that would be followed for the next thousand years. When Ptolemy’s Greek work was adopted in the Islamic world, its title in Arabic was shortened to The Greatest, which when transliterated into Latin became Almagest.


People come up with some of the craziest names so this is my name for the program!
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Old 03-05-21, 03:06 PM   #3
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Let us talk about details.
1st thing one needs to have is a complete understanding of the obj format.
It's a text file yes but do you REALLY understand how it works?
Then you need to have a complete understanding of how those files are adjusted and stored in a GR2 file.

Pretty sure very few reading this do know. You see what is exported and probably don't even look at the files in a text editor.
Even if you do it's Greek.
(Another salute to the Name! )
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Old 03-05-21, 03:15 PM   #4
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I'm not going to explain the object file format. You can look that up for a basic understanding.

What I AM going to explain is HOW a GR2 file uses the format to store the information and how it does that!
Knowing that information tells me HOW to write a Converter!

Some of the information can also be used to Ghost S3D!
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Last edited by Jeff-Groves; 03-05-21 at 03:23 PM.
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Old 03-05-21, 04:09 PM   #5
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Of all the mad scientists and inventors, you are by far the one with the craziest names.

Following this thread.

Long life to the almighty Almagest

P.S: if someone wants to know more on the wavefront (obj) format, I can provide the basics
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Old 03-05-21, 04:39 PM   #6
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Default Let's reveal the Magic

RAD Games GR2 format for storing the 3D object files is basically an obj file.
The mystical part is how they did it. (To most people)
Why do they export with so many faces and verts and such?

That is where a FULL understanding of the obj file format comes in SO important!

RAD took full advantage of the format in a way that just confuses most!
I'll call it a shuffling of the deck type approach.
We take 2 decks with different faces, discard what we don't need, then shuffle the rest but in an organized way with a template of where each card is.

Each card is recorded in the Faces section of the obj format with a number.
Each number in the Faces section is a line number.
So if we want vert 75? It will be in that catalog as 75.
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