home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Format CD 5
/
amigaformatcd05.iso
/
readerstuff
/
daniel_searle
/
readme.doc
< prev
next >
Wrap
Text File
|
1996-08-13
|
4KB
|
83 lines
Readme file for 'GEOtoSBP'
This program converts GEO ASCII (VideoScape ASC) files to the vector file
format used by the AB3D-II TKG editors.
This program was written in AMOS Pro by Danny Searle after finding the
vector object editor for AB3D-II TKG very difficult to use!
The program will only accept GEO ASCII (VideoScape ASC) format vector files
at the moment, mainly because it is the simplest vector format I could
find. You can easily convert most vector formats to GEO ASCII using Pixel
Pro, that includes the version given away free by Amiga Format a while
back.
Before you rush off to convert all your 2,000,000 polygon super detailed
alien creatures you must take note of the limitations of vector files used
in AB3D-II and of the conversion process. Firstly my program only converts
point position data, and nothing about polygons, lines, edges, faces, or
textures. "Pah! useless!" I here you say, but there is a very good reason
for this limitation, and it is the fact that faces in the AB3D-II vector
editor must be defined with the edges going clockwise around its points
acording to the way it is faceing. The other limitation set this time by
the AB3D-II editors is that individual vector files can have a maximum of
only 50 points (and 50 polygons). So say you have a designed a robot in
your faviourite vector editing program, you must split it into bits. A good
idea is to split bits off acording to how they will animate, for example, a
robot with a head, body arms, and legs may be split into 8 separate pieces,
1 - Head
2 - Body
3 - Left arm
4 - Right arm
5 - Left upper leg
6 - Left lower leg
7 - Right upper leg
8 - Right lower leg
Then load the bits into the "objed", add faces (clockwise) and wrap
textures, save the files, load and join them in the "animeditor" and
animate your robot! It's not as simple as that but read the AB3D-II
"HOW2..." docs for more detailed instruction.
To convert an object is simple, once it is in GEO ASCII format, go to a
CLI window and type in "GEOtoSBP [in file] [out file] [scale-factor]",
replacing [in file] with the path and filename of your GEO ASCII object,
[out file] with the path and filename of the converted file and
[scale-factor] with a scale factor (see below).
A scale factor must be used because vector files in AB3D-II have large
co-ordinate values with no decimal places (intiger values) and GEO ASCII
files have small co-ordinate values with 8 decimal places. Their is no real
guide to the value of the scale factor, but when I convert Imagine objects
with Pixel Pro to GEO ASCII files, I find a value of 75 is about right.
It is a good idea to make sure your objects are all positioned correctly in
your faviourite vector editing program before conversion, because it is a
real pain to move a number of objects accurately with the "animeditor" used
in AB3D-II, you have been warned!
DISCLAIMER:
Although I can asure you that the only data altered by running the program
will be the output file you specify, I have to protect myself, so...
You use GEOtoSBP at your own risk!
I can not be held resposerble for loss of data, or any other harm my
program may inflict on defenceless vector objects!
This program is GIFTWARE, so send all generous donations, new cars,
computer equipment, T.V.'s, HI-FI's, VCR's, and coments etc.. to the
following address,
Danny Searle
Talbot Cottage
Gerald Road
BIRKENHEAD
Merseyside
L43 2LA
I hope you find this program as useful as I have,
_
_ // Long live the Amiga!
\X/ Down with the PeeCee!