Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: eli curtz Newsgroups: scea.yaroze.problems.mac Subject: Conversion utilites - getting started Date: Thu, 08 May 1997 14:06:17 -0700 Organization: SCEA Net Yaroze News Lines: 31 Message-ID: <33724045.60E6@halcyon.com> Reply-To: gromit@halcyon.com NNTP-Posting-Host: lcy-pm0-ip14.halcyon.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Macintosh; I; PPC) Has anybody gotten started on graphic converters yet? If not I'm planning on starting on some this weekend, and I'd love to get some help (or help you if you're already working on them.) I'm planning on doing PICT to TIM first (the one system that comes with CodeWarrior might work (I'm not sure, it didn't in my brief testing) but its WAY too bizzare for me to deal with on a day-to-day basis). Then do a converter for 3DMF to TMD. Since I've never done much 3D programming I've got a few questions: 1) Is there any reason to go to RSD data and then TMD data or should I go straight to TMD data. My impression was that RSD was there because DXF was too lame to support setting up the textures and the like for your model, so if I have these in my 3DMF can I go straight to TMD? 2) I looked at the QD3D manual, but there doesn't seem to be a way to get QD3D to "simplify" my model for me - i.e. if I have a model with a mesh, or torus or something can I force QD3D to make it into triangles for me? (I thought that this was how it interfaced with RAVE) If not my plan is to start with the object types that I can translate directly and then add conversions as they become necessary. Since the AIFF to VAG converter is there we shouldn't need sound utilities (or do we need to collect VAGs into VAB files - I don't remember from my brief glance at the sound stuff, and MIDI file conversion too, I guess, ). eli curtz