X3DS is a command-line tool which converts 3DStudio (3DS) model files to a more easily readable format for quick-loading into demos and 3D engines. It reads Mesh data, and writes out Name, Vertex, Face and Normal info. It also optimises the mesh by removing duplicate vertices & faces as well as null faces. The output file format is documented in the textfiles within the archive. Standard C++ source included. Tested with MingW32 and DJGPP. Win32 executable + Example + Source + Documentation provided.
"I do not accept responsibility for any effects, adverse or otherwise,
that this code may have on you, your computer, your sanity, your dog,
and anything else that you can think of. Use it at your own risk."
X3DS is a program which reads 3D Studio R4 format files and writes a Believe3D (B3D) Format
0 3D file. It reads the Vertex, Face and Texture (u,v) Mapping co-ordinates of every Mesh object
contained in the 3DS file. The normals are calculated for the vertices and faces (unit vectors).
Null faces, Duplicate and Unused vertices are removed. Usually, 3DS files can have a bunch of
extra vertices due to face extrusion and other weird geometry effects used. Null faces are
faces which are of zero area or are just lines. The program prints messages on standard output.
Warning messages usually mean that the output data will be corrupted. Try again with your fingers
crossed. I'm not very good at writing docs so please excuse redundancy :). X3DS and its source
is free for your usage and modification. Read the disclaimer above as far as my part in the
deal is concerned. BTW, Believe3D is the 3D engine that I'm working on.
The source is pretty standard C++ (as far as I can tell). I have provided makefile's for DJGPP
and MingW32 (makefile.dj and makefile.mgw respectively). I don't know if Non-GCC compilers will
work.
1. Run "fix djgpp" to ready for DJGPP compilation and "fix mingw32" for MingW32.
2. Then "make".
3. You should have "x3ds.exe" and "b3d2txt.exe" ready.
The example reads in a B3D file and prints a text version of it to Standard output. You
can use this to check if the program is doing it's job correctly. For a description of the B3D0
file format, read the B3D0.TXT file included in this archive.
If you want to re-distribute this archive, please make sure all the files are included.
For any comments or bug reports, mail me and I'll try to fix it. No guarantees though.
Notes : Both the parameters are required. <input> should be a valid 3DS format file.
Extensions are not assumed. If the input file is detected not to be 3DS file,
the program aborts. Optmization and calculating the can take some time so be
patient. Hopefully the results will be worth it :).
The data optimisation code is a direct copy-paste from the 3DSCO package by Matt Byggmastar.
Main source of info was The 3D Studio File Format by Jim Pitts, Martin Van Velsen and Robin
Fercoq. Both these files can be found at http://www.programmersheaven.com/ along with other
info on 3DS files. Thanks to the afore-mentioned.
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