[Verse-dev] 3DS loader in Python
Thorsten Jordan
Thorsten_Jordan at gmx.de
Fri Nov 12 18:45:15 CET 2004
Emil Brink schrieb:
> On Fri, 12 Nov 2004 13:01:57 +0100
> Thorsten Jordan <Thorsten_Jordan at gmx.de> wrote:
>
> [3ds loader in Python]
>
>>what features has the loader, i.e. which parts of a 3ds model can he upload?
> 0x4130 (parse_3ds_mesh_mat_group) - Loaded, but if more than one material
> is defined, the data is largely ignored.
> 0x4140 (parse_3ds_tex_verts) - Loaded, uploaded to geometry layers "map_[uv]".
official names for texture coord layer are "tex_u" and "tex_v". My
loader uses that as names...
> Basically, each object that has a single material, is assumed to be simple
> texture-mapped mesh. The material will be created as a material node, and
> given the following fragment content:
>
> output(color)
> |
> |
> blender(*)
> /\
> / \
> light texture
> |
> |
> geometry
>
> Obviously, a lot more complicated material graphs are needed to properly
that's roughly like my loader also does it.
> capture the data available in the 3DS file, but I didn't want to spend too
> much time on it, and just getting simple texture-mapped polygons in there
> was the most useful to me. Plus, I don't run 3DS at all, and would have no
> way of veryifying/understanding what the various parameters (lieke self_ilpct)
> mean so it seemed pretty pointless. I guess that makes this into more of
> a "hack" than a "proper" 3DS loader, but I never intended to solve the
> problem once and for all, either. :)
I just wonder why you reinvented the wheel? my pusher can load and
upload geometry data, also 3ds files. With textures/bitmaps etc.
Of course anybody is free to write his own loader, but it seems a bit
wasted work here?
--
Greetings, Thorsten
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