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DXS format spec

 
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EvoFxStudio
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Joined: 31 Jul 2012
Posts: 3
Location: Denmark

PostPosted: Sat Aug 11, 2012 9:23 am    Post subject: DXS format spec Reply with quote

hello my name is michael and my ? is

is there a format spec for the xml dxs scene

i am in the progress of programming a viewer for android running the mono framework wicth meen in c#

hope some one can help

Michael

ps

Jeroen / Delgine check your paypal, please
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Michael Hansen
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Spaddlewit
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Joined: 24 Aug 2009
Posts: 244
Location: Florida, United States

PostPosted: Sat Aug 11, 2012 11:40 am    Post subject: Reply with quote

Nope, but I do have some .cs files that load the parts of a DeleD scene into .NET objects. It's not complete, but should be plenty to get you started and I'm happy to share. PM me your e-mail.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5316
Location: The Netherlands

PostPosted: Mon Aug 13, 2012 11:43 am    Post subject: Reply with quote

The DXS should be pretty self-explanatory. Do try the .cs files Spaddlewit has to offer. I know they will help you out for starters. Smile
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Jeroen
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PostPosted: Tue Aug 14, 2012 1:14 pm    Post subject: Reply with quote

Addition to my last post: of course feel free to ask any question about the format right here. Smile
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EvoFxStudio
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Joined: 31 Jul 2012
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Location: Denmark

PostPosted: Tue Aug 28, 2012 1:56 pm    Post subject: Reply with quote

Spaddlewit wrote:
Nope, but I do have some .cs files that load the parts of a DeleD scene into .NET objects. It's not complete, but should be plenty to get you started and I'm happy to share. PM me your e-mail.


i have send my email and thanks for the help
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Michael Hansen
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EvoFxStudio
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Joined: 31 Jul 2012
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Location: Denmark

PostPosted: Tue Aug 28, 2012 1:57 pm    Post subject: Reply with quote

Jeroen wrote:
Addition to my last post: of course feel free to ask any question about the format right here. Smile


thanks for the help

Michael
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UncleSam
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Joined: 27 Dec 2012
Posts: 2

PostPosted: Thu Dec 27, 2012 1:07 am    Post subject: Faces Reply with quote

I want to build the meshes from the deled xml files. I am just wondering why there are always 4 face "coordinates" written in the exportfile. Purebasic offers only 3 face coordinates when adding faces to vertexes. Here are 4, somebody please tell me why.

Greets
UncleSam


Code:
<primitives highestID="1">
    <primitive id="1" name="cube1" type="cube" visible="true" snap="vertex" autoUV="true" groupID="-1" skeletonID="-1">
      <vertices>
        <vertex id="0" x="192" y="0" z="128" jointID="-1" />
        <vertex id="1" x="-192" y="0" z="128" jointID="-1" />
        <vertex id="2" x="-192" y="0" z="-192" jointID="-1" />
        <vertex id="3" x="192" y="0" z="-192" jointID="-1" />
        <vertex id="4" x="192" y="64" z="128" jointID="-1" />
        <vertex id="5" x="-192" y="64" z="128" jointID="-1" />
        <vertex id="6" x="-192" y="64" z="-192" jointID="-1" />
        <vertex id="7" x="192" y="64" z="-192" jointID="-1" />
      </vertices>
      <polygons>
        <poly mid="0">
          <vertex vid="0" u0="1.4375" v0="0" />
          <vertex vid="1" u0="-1.46875" v0="0" />
          <vertex vid="5" u0="-1.46875" v0="-0.3203125" />
          <vertex vid="4" u0="1.4375" v0="-0.3203125" />
        </poly>
        <poly mid="0">
          <vertex vid="1" u0="0.953125" v0="0" />
          <vertex vid="2" u0="-1.515625" v0="0" />
          <vertex vid="6" u0="-1.515625" v0="-0.3203125" />
          <vertex vid="5" u0="0.953125" v0="-0.3203125" />
        </poly>
        <poly mid="0">
          <vertex vid="2" u0="1.46875" v0="0" />
          <vertex vid="3" u0="-1.4375" v0="0" />
          <vertex vid="7" u0="-1.4375" v0="-0.3203125" />
          <vertex vid="6" u0="1.46875" v0="-0.3203125" />
        </poly>
        <poly mid="0">
          <vertex vid="3" u0="1.515625" v0="0" />
          <vertex vid="0" u0="-0.953125" v0="0" />
          <vertex vid="4" u0="-0.953125" v0="-0.3203125" />
          <vertex vid="7" u0="1.515625" v0="-0.3203125" />
        </poly>
        <poly mid="0">
          <vertex vid="1" u0="-1.46875" v0="-0.953125" />
          <vertex vid="0" u0="1.4375" v0="-0.953125" />
          <vertex vid="3" u0="1.4375" v0="1.515625" />
          <vertex vid="2" u0="-1.46875" v0="1.515625" />
        </poly>
        <poly mid="0">
          <vertex vid="6" u0="-1.46875" v0="-1.515625" />
          <vertex vid="7" u0="1.4375" v0="-1.515625" />
          <vertex vid="4" u0="1.4375" v0="0.953125" />
          <vertex vid="5" u0="-1.46875" v0="0.953125" />
        </poly>
      </polygons>
    </primitive>
  </primitives>
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Jeroen
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Joined: 07 Aug 2004
Posts: 5316
Location: The Netherlands

PostPosted: Thu Dec 27, 2012 9:03 am    Post subject: Reply with quote

Hi there UncleSam and welcome to these forums. Smile

Polygons in DeleD can be made up out of any number of vertices. I see you've build a cube in your example, and the sides of the cube are made out of rectangular polygons by default.

If you need all your polygons to be triangles, simply triangulate your model using the Triangulate tool. You will end up with twice as many polygons. But when you export your file, you'll see they all have 3 vertices per polygon.

Hope this helps! Smile
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UncleSam
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Joined: 27 Dec 2012
Posts: 2

PostPosted: Thu Dec 27, 2012 4:42 pm    Post subject: Reply with quote

Yes, this helps. Thank you very much
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