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1992-09-04
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====================================================================
File Menu Vertex Page 8-1
FILE MENU:
Function FastKey Page
====================== ================================== ====
Compressed Z-C 8-2
Sculpt 3D/4D Z-S 8-2
Imagine Z-I 8-4
Turbo Silver Z-T 8-4
Lightwave Z-L (See Note) 8-5
GEO Z-G (VideoScape 3D) 8-8
Wavefront Z-W 8-9
This section describes the major file formats understood by Vertex.
Included are notes on usage, cautions to watch out for, and some
additional notes on using each file format.
Loading a file is as simple as clicking on its name from the requester.
The software will determine what file type it is.
At this point, only the 3D object and it's color is transferred by
Vertex. Face attributes, ie. reflection, transparency, etc., are not
transferred at this time. I am working on a solution to this problem at
this time.
Be warned again that I am not responsible for any mishaps reguarding
files, disks or loss of anticipated profits from use of this program.
It is provided as-is (Please read the file Must.Read).
If a problem does occur, I will be more than happy to find a solution,
if such a solution is possible. Lately, I've heard of problems with
GEO and Lightwave files. The geo problem has been fixed, and I've got
some problem Lightwave files coming soon, so I can fix this one.
====================================================================
Save: Compressed Vertex Page 8-2
The compressed file format, which is the only saveable format
available in the demonstration version, is a special format used
internally within Vertex. The format will save more information in
less space, and at the same time, retain the selection status of the
vertices saved.
Version 1.24 and above will discontinue Save-Compressed from the Demo
Version. it has come to my attention that some people are trying to
hack my compressed file format, so I am left with little choice but to
remove it. Full registered versions will support it - it is still a
good method to archive objects in less space.
====================================================================
Save: Sculpt
Sculpt 3d/4d Files
Only Sculpt objects are used by Vertex. Whole scenes, including
light locations, observers, render modes, etc., are not saved with
Vertex files. The files end in .scene only for Sculpt compatability.
Most all Sculpt 3D/4D files should work in Vertex. However, since
sculpt 4D has added new object types to their software, including
b-splines, etc., I can make no guarantee as to object conversion. If
you do have a problem with a file, simply send me the file and I
will attempt to read it in correctly. If you are a preferred user,
I will send you the update as soon as I can.
Sculpt's file format, SC3D, most closely resembles the way Vertex
stores it's information. As a result, these files should load and
save the quickest of all.
====================================================================
Save: Turbo/Imagine Vertex Page 8-3
Turbo Silver/Imagine Files
Turbo Silver and Imagine both utilize the same file format. Again,
"primitive" objects, such as sphere's, may not be transferred
correctly. Only individual objects saved and loaded are compatible
with Vertex. These objects can be saved and loaded in the Object
Editor of either package. Again, entire 'CELL' files are not
handled by Vertex, only the individual objects of the cells.
Load time may take a bit. Since the Turbo Silver/Imagine file
format stores faces in a different manner than most other software,
conversion must be performed at load time. The load and save
routines are optimized in assembly, so they should operate fairly
fast. Do not be alarmed at a 2-3 minute delay on standard (68000)
systems for larger objects.
This latest version, 1.24, will correctly handle named objects.
However, a word of warning is in order. Since Turbo Silver and
Imagine require objects to be single entities, you must be
careful that the objects you save are not connected to other
objects with different names. For example, if you have 2 simple
cubes with different names, and then connect the cubes by placing
a face between them (with the Add-Face command), they will not
save correctly. This is because the new face will contain 2 vertices
with one name, the the third vertex will have another name.
Currently the Fuse function will first check to see if all the
vertices to be fused together have the same name. Other functions,
however, such as Fuse-Connected, Add Edge and Add Face do NOT
check to make sure all vertices have the same name. It is up to
you, the user, to ensure objects are correct.
If you have a problem saving objects in Silver/Imagine, then I
suggest you make use of the select connected function. ie. Select
1 object from the Named menu, do a select connected, then re-name
the object. Do this for every object in memory, and you should be
fine. If anyone has a real problem with this, then I'll make this
a macro done before Imagine/Turbo saving.
This routine now checks the edge list to see if any edge has
endpoints with different names. If an edge is found with 2
differently named vertices, the function will abort.
It was brought to my attention that Imagine/Turbo files which had
no faces would not save correctly. I have since fixed the
problem. (As of version 1.36.2)
====================================================================
Save: Lightwave Vertex Page 8-4
Lightwave Files
Lightwave objects are supported within Vertex, but some
restrictions do apply.
Lightwave has the ability to handle polygons which contain more
than 3 vertices. This is a common occurance in many 3D programs,
but Lightwave further complicates the matter. It is possible for
these objects to contain concave components to a face. Let me
explain.
Take, for example, a 6 pointed star, with vertices numbered like
so:
1
/ \
/ \
B---C 2---3
\ /
\ /
A 4
/ \
/ \
9---8 6---5
\ /
\ /
7
Filling this polygon would not be a simple task. If, for example,
we tried to make a face out of the vertices 1-2-3, this face would
be incorrect. The face 1-2-3 is not truly a part of the object. We
could add an extra vertex to the middle of the face, as shown
below, and create faces from this:
1
/|\
/ | \
B---C | 2---3
\ \ | / /
\ \|/ /
A---D---4
/ /|\ \
/ / | \ \
9---8 | 6---5
\ | /
\|/
7
This goes a long way to simplifying the face filling operation.
However, adding vertices like this may over complicate a simple
object.
====================================================================
Save: Lightwave Vertex Page 8-5
For example:
1-----2 1-----2 1-----2
| | |\ /| |\ |
| | | \ / | could | \ |
| | >>> | 5 | be | \ |
| | | / \ | | \ |
| | |/ \| | \|
3-----4 3-----4 3-----4
4 Faces 2 Faces
Now we have 4 faces when we could get away with 2. When additional
polygons can add so much time to rendering 3D objects, I felt this
was a real issue which had to be handled in some way.
As Vertex currently stands you are asked for a choice
when loading Lightwave objects. The choices are circular, radial
and ladder. Radial will add a vertex to the center of all faces and
connect that new vertex to each corner of the polygon. Circular
will use 1 corner of the polygon as a base, and connect it to all
other corners of the polygon, in a round the clock manner. Ladder
will probably work the best for most objects which are convex.
Radial Ladder
1-------2 1-------2
/ \ / \ /|\ |\
/ \ / \ / | \ | \
/ \ / \ / | \ | \
6-------7-------3 6 | \ | 3
\ / \ / \ | \ | /
\ / \ / \ | \ | /
\ / \ / \| \|/
5-------4 5-------4
Circular
1==-----2
/|\ \__ \
/ | \ \__ \
/ | \ \_\
6 | \ 3
\ | \ /
\ | \ /
\| \ /
5-------4
If you know you have complicated faces in an object, such as the
star mentioned above, then choose the Radial (Extra Vertex) mode.
If you have faces with only 4 vertices or so, then choose the
Circular method.
====================================================================
Save: Lightwave Vertex Page 8-6
It should also be mentioned that not all Lightwave objects will
load correctly. Similar to the star example above, examine this
object:
1------2
| |
| |
| | *
| |
| 3----------------------4
| |
| |
5-----------------------------6
Now we have a situation. Neither method will work correctly on an
object of this type. If we add a new vertex in the center of the
object (*), it would end up above the #3 vertex, and outside of the
polygon. Likewise, if we applied the circular method to the above
shape, we would end up with an edge going from vertex #1 to vertex
#4, which would put the edge outside of the shape again. The ladder
method may work for objects of this type, but you may end up with
a face defined as 2-3-4, which would put it outside the object.
What does this mean? Well, Vertex currently cannot handle shapes
of this nature. Whichever method you choose for the entire file
will be applied to the polygon.
Note, however, that the radial method does offer a solution for
this particular example. If you were to manually move the newly
created vertex to a position inside of the original polygon, your
shape would be correct. Example:
1------2 After loading the new vertex
| | \ would be where #7 is.
| | \ (Only the misplaced faces are
| | /7-----_____ shown in the diagram)
| | / ------__
| 3----------------------4
| |
| |
5-----------------------------6
1------2 After repositioning the
| | added vertex into the center
| | of the polygon, we end up with
| | a good shape which matches the
| | original design.
| 3----------------------4
| 7 |
| |
5-----------------------------6
None of these solutions are perfect, but they do offer the
opportunity to load the objects, even if it means a little
extra work on the users part. I do have plans to make this
routine "smarter".
Versions 1.33.6 and above include a new filling technique called
ladder. It will fill the following shape like so:
*---*---*---*---*
| |
*---*---*---*---*
unfilled
*---*---*---*---*
| \ | \ | \ | \ |
*---*---*---*---*
filled
====================================================================
Save: GEO Vertex Page 8-8
GEO File Format:
The GEO file format has just been added. This is the file format
used by Video-Scape 3D. Loading should be the simplest operation
of all.
Saving in Geo brings up the "Dual Face" nature of each face in an
object. Geo defines each face as having a direction, aside from
the actual definition of the object itself. As a result, Vertex
saves each face in a bi-directional manner, meaning each face
appears twice in the file.
Since GEO files are in ASCII, you may edit them with any text
editor or word processor which can save in ASCII format (no
control codes/font changes/bold/underline etc.)
====================================================================
Save: Wavefront Vertex Page 8-8
The wavefront file format is supported within Vertex. Only .obj
geometry files are supported. Face colors, texture maps, smoothing
groups are not currently supported. However, this function of Vertex
does allow easy trasfer of objects to/from Wavefront machines.