Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D Object Size Date: Wed, 25 Mar 1998 13:58:57 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 79 Message-ID: <6fb1oj$f1o30@chuka.playstation.co.uk> References: <6f9emu$f1o27@chuka.playstation.co.uk> <35186EC5.64A5@mx2.redestb.es> <01bd57cd$008d14c0$72d449c2@Angela1.intelligent-group.com> NNTP-Posting-Host: 194.216.129.206 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 > >When converting a 3DS Max (which Steve is using) exported DXF, use the >command line: How do you know that ! :) > > dxf2rsd -v -Y-Z -s -e 1 myfile.dxf > Thanks Craig. Any ideas on how to get the 'object size' from a 3D object in an ordering table as in the first part of my original post ? Cheers Steve Craig Graham wrote in message <01bd57cd$008d14c0$72d449c2@Angela1.intelligent-group.com>... > > >Xavi wrote in article ><35186EC5.64A5@mx2.redestb.es>... >> Steve Dunn wrote: >> > I have a simple cube object (simple >> > for you lot, still took me an hour!) >> > created in 3DS. When I export to dxf, >> > the normals are all AAF (pointing the >> > wrong way), so I can only dab on the >> > texture on the 'inside' of the cube. I >> > got around this by using the 'double >> > sided polygon' command line wotsit in >> > the dxf2rsd tool. The real problem is >> > that all surfaces of the cube are made >> > up of 2 triangles. Now when these are >> > displayed, I can see the 'gap' between >> > the two triangles on the textured face. >> >> When you save a dxf file the normals swap. You must >> re-swap them with "-back" parameter. >> >> try: dxf2rsd -back -quad2 ... ... >> > >When converting a 3DS Max (which Steve is using) exported DXF, use the >command line: > > dxf2rsd -v -Y-Z -s -e 1 myfile.dxf > >Explaination: > >-v verbose mode (so you can see what it's doing) >-Y-Z this'lll sort out the normals for you >-s set the gourard shading bits in all the poly's (saves doing it with a >text editor) >-e 1 3DS Max tends to put in a lot of 'almost' the same points - they'll >look like > the same point in RSDTOOL, but you'll get tearing when you display it >(esp. > with a texture), so setting the error distance to a fairly small number >will make all > the 'almost' points to be exactly the same. > >Another (better) fix for the tearing is to load the RSD into RsdAnim and >use the optimise vertices >function with a radius of 1 (it works better than dxf2rsd's error >distance). Then click the optimise >polygons button for good measure (you'll get a much better result doing it >with RsdAnim). > >Craig. >NOTE: RsdAnim is a direct RSD format keyframe animator (MIMe generator) >I've been working on. >Steve has an early beta of it, so he can use it in this instance... > > >