Path: chuka.playstation.co.uk!news From: "Nathan Miller" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: TOD vs VDF files...? Date: Fri, 14 May 1999 17:27:28 -0500 Organization: PlayStation Net Yaroze (SCEE) Lines: 52 Message-ID: <7hi823$npp9@chuka.playstation.co.uk> References: <373b0859.230918312@news.scea.sony.com> <373c219e.302923330@news.playstation.co.uk> NNTP-Posting-Host: 98A70303.ipt.aol.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 >What are the advantages of a .TOD file versus a MIMe file? A TOD format file is the best format to use if you are making some sort of in-game cut scene like you see in Metal Gear Solid. It allows you to manipulate cameras, lights and models using time as a measument. It could also be used to make things appear out of nowhere and other special effects. >Does it stand to reason then that gteMIMefunc is faster than the >.TOD example because the .TOD example does all the manipulation >by hand? Yes, it is going to be faster because it uses the GTE to transform all of the vertecies. This is the method that you would use if you are doing some internal animation, or animation of a 3d object not relative to the world around it (like walking or whatever). It works with model data only, vertecies etc., and not with light location or camera location (or even model location for that matter!) >If .VDF is considerably faster, then it may be the better choice. Is >there a .TOD->.VDF conversion program? Using the above two explinations as a guidline, determine whic is best for you to use. I do not think that there is a conversion program due to the fact that they deal with two very different types of 3d animation. >If not, does someone have the >.VDF specification that I may write one? > I think that VDF stands for Vertex Differential File and was made specifically for that project (I am speculating). But the idea behind it is very simple because a VDF file uses GteMIME just like you will have to! Basically, all you are doing is giving your model a list of vertex position changes that are handled throught the GteMIME function. These changes are divided into frames and you can keep track of which frame you are on and how long it will take to change frames. BUT TO MAKE EVERYTHING SIMPLE, I RECOMMEND GOING TO THE SCEE SITE AND GETTING CRAIG GARAHAM'S RSDANIM V1.6. IT OUTPUTS A MIME FILE AND IS VERY EASY TO USE!! >Thanks again. > >Steven Well, I hope that helped a little. Nathan Miller RyuKi Software