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open the WMB format #255873
03/13/09 07:03
03/13/09 07:03
Joined: Feb 2007
Posts: 353
A
amy Offline OP
Senior Member
amy  Offline OP
Senior Member
A

Joined: Feb 2007
Posts: 353
It would be great if exporters for applications like Blender could export directly to the WMB format.

Could you release the specifications for WMB or do an IO-library for it (but please with a C-API so that other languages than C++ like Python can easily access it)?

Blender 2.5 will have a much more customizable GUI so it will be possible to turn Blender into an easy to use level editor which is much more powerful than WED.

Re: open the WMB format [Re: amy] #255879
03/13/09 07:38
03/13/09 07:38
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Thy this, Amy:

http://www.opserver.de/wiki/index.php/WMP

Scroll 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
Joined: Feb 2007
Posts: 353
A
amy Offline OP
Senior Member
amy  Offline OP
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Joined: Feb 2007
Posts: 353
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.

Quote:
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. smile Blender can also calculate shadow maps and other things in case anything else is needed.

Re: open the WMB format [Re: amy] #255886
03/13/09 08:07
03/13/09 08:07
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

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jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Ok, I'll do a WMB description when I have some time. Unlike WMP, WMB is a semi-fixed format, so it does not change often and stays backwards compatible. Thus a WMB exporter would make sense.

Re: open the WMB format [Re: jcl] #256187
03/15/09 07:41
03/15/09 07:41
Joined: Feb 2007
Posts: 353
A
amy Offline OP
Senior Member
amy  Offline OP
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Joined: Feb 2007
Posts: 353
http://www.conitec.net/beta/prog_mdlhmp.html

Hey, you have started already! Thanks! Please continue! smile

Re: open the WMB format [Re: amy] #256320
03/16/09 06:58
03/16/09 06:58
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
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. smile

Re: open the WMB format [Re: ventilator] #256332
03/16/09 08:22
03/16/09 08:22
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Yes, the A7 WMB format is much simpler than the A6 WMB format, and future changes will be upwards compatible, so it's pretty safe to use now.

Re: open the WMB format [Re: jcl] #256371
03/16/09 12:41
03/16/09 12:41
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
how do the path points and triples look like?

do the indices (for example in the skin struct) start with 0? what if a skin doesn't have a lightmap? should the index be -1 then?

Re: open the WMB format [Re: ventilator] #256372
03/16/09 12:44
03/16/09 12:44
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
I'll add the path description in the next days.

The indices start with 0, and skins without lightmap have their flags parameter at 2.

Re: open the WMB format [Re: jcl] #257475
03/23/09 14:19
03/23/09 14:19
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
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.

Quote:

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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