Path: chuka.playstation.co.uk!news From: Olaf Grau Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Ho Hum....back on it again: Progress Report RsdANIM (next version) Date: Wed, 10 Feb 1999 01:04:13 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 85 Message-ID: <36C0CCFD.F21A3B6@aol.com> References: <362B2737.1031ADFB@hinge.mistral.co.uk> NNTP-Posting-Host: 205-213-94.ipt.aol.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [de] (Win95; I) Craig Graham schrieb: > Well, got a new job, time to get back to RsdANIM again. > > Stuff already done (since v1.51): > > [15/10/98] > o Triangle to Quad optimisation. I know DXF2RSD does this, but this is > better... > - Can work on a subset of model (option to select bits to convert). > - Uniformity (how similar normals must be) > - Texture preservation (doesn't really work very well at the moment) > o As the AR preview sometimes hangs, hitting escape will abort the AR > link. > Hit reset on the AR control panel and resend the viewer to continue... > > [16/10/98] > o RSDANIMLIB v3 - support for new Type 2 MIMe files, giving smaller > animation data files > and faster animation. > o New setting in Options dialog to select between Type1 (old style) and > Type2 (new style) > MIMe files (no actual code to generate type 2 yet). > > [19/10/98] > o Creation of Type2 (RSDANIMLIBv3) MIMe files now supported. > o Added new parameter to options dialog to allow setting of a minimum > distance that > a vertex must travel before it is actually output as animated in the > MIMe data. This > allow you to stop vertices that only move minutely (like, you cann't > see the movement > it's that small) from generating MIMe. This leads to larger 'zero' > blocks (no gteMIMe > done for these blocks) - hence smaller animation files and better > performance. > o Debugged the Type2 support in RSDANIMLIBv3. > > Stuff being considered/worked on RSN: > o POLY edit dialog (let you set the POLY type options yourself). > o Vertex re-ordering (group all the non-moving vertices together to get > faster > & smaller animations). > o Gradient shaded polys (individual face-vertex RGB setting). > o Embedded/static point light processing (easy to do, results vary > depending on > colour scheme, poly types and method used to get the effect). > > Laters. > Craig. Hi There ! I try to generate an TMD Object with quadliteral Polys and try to texture it with an TIM ! I use 3DstudioMAX for create an 3D Model then I export the Mesh as an AutoCat File (In this State the Model consists of triangulated Poly) The Next Step is to convert the Autocat file into an Rsd Object with DXF2RSD Tool (Windows edition) with the Option "Quadliterals" At the first view of the converted Object in RSDTool everthing looks all right (quad. poly, and the TIMs have an 4 point Mapping) But by pasting an Tim onto an Poly, only the "half" of the selected Poly wa wrapped with the Tim (half Quad poly -> triangulated Poly !!!), with other words: how can i realize an object with quadliteral Polys and correct displayed Textures ? What went wrong ????? Is it a Problem of 3DStudioMAX or an wrong setting in one of the conversion Tools ??? But: belive me i tried out really a lot!!!!! Is the RSDAnim Tool the solution for my problem ? with regards Olaf