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Re: open the WMB format
[Re: amy]
#255879
03/13/09 07:38
03/13/09 07:38
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Thy this, Amy: http://www.opserver.de/wiki/index.php/WMPScroll down to the English section. EDIT: Never mind. I had read WMP when I should have seen you were looking at WMB. However, if WMP can be exported from Blender, then it can me directly imported into WED and built as a WMB there. In fact, you would most likely want a WMP file from Blender instead of a WMB, wouldn't you? Because the WMB contains a lot of additional information like shadow map info, etc.
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Re: open the WMB format
[Re: Dan Silverman]
#255882
03/13/09 07:43
03/13/09 07:43
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Joined: Feb 2007
Posts: 353
amy
OP
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OP
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Joined: Feb 2007
Posts: 353
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I mean the WMB format. There already is a WMP exporter for Blender by ventilator but it would be much nicer if going through the troublesome map compiler could be avoided. In fact, you would most likely want a WMP file from Blender instead of a WMB, wouldn't you? Because the WMB contains a lot of additional information like shadow map info, etc. I would prefer to bypass all Gamestudio tools. Blender can also calculate shadow maps and other things in case anything else is needed.
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Re: open the WMB format
[Re: amy]
#256320
03/16/09 06:58
03/16/09 06:58
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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that's nice! i asked for the wmb format in the beta forum a while ago and you said that it is too complicated and changes often and a wmb read/write library would be needed. it looks simpler than the wmp format though. only making mistakes in all the offset calculations could be a bit of a pain.
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Re: open the WMB format
[Re: jcl]
#257475
03/23/09 14:19
03/23/09 14:19
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
Serious User
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Serious User
Joined: Sep 2002
Posts: 1,604
Deutschland
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It would be better if the engine outputs the file position in the wmb if the wmb has an incorrect format and not the character itself. Mentioning the type of struct it is trying to parse would be even better. long num_textures; // number of textures long offset[num_textures]; // list of texture offsets from the start of the list, in bytes A texture begins at the offset given by the array of texture offsets.
I'm a bit confused right now. So is it the offset from the beginning of the file or from the long num_textures?
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