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dxf23dv
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dxf23dv.doc
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1994-10-30
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AutoCAD DXF to 3DVector Converter. V0.3 By John McCarthy (also does .PLG's)
Options:
DXF23DV inputname outputname [-s# -x# -y# -z# -mfilename -u# -v# -w# -l -n -q]
-x x translation for object (before scale) - can be floating point, +z = up
-y y translation for object (before scale) - can be floating point, +z = up
-z z translation for object (before scale) - can be floating point, +z = up
-s scale factor - can be floating point, +z = up
-u x translation for object (after scale) - integer only, +y = down
-v y translation for object (after scale) - integer only, +y = down
-w z translation for object (after scale) - integer only, +y = down
-m materials list filename (corresponds to layer names)
-l selective layer processing (only process layers that are found
in materials file)
-n output true calculated surface normal (otherwise 0,0,0)
-q negate Y axis
-b sort surfaces based on surface normal (default=sort)
I you have trouble assigning a material to a line it may be because the
layer that the line is on has the shading option. Lines do not have
surface normals and therefore cannot have the shading option set.
If DXF23DV finds this occurance, it will insert a default texture that
has no shading texture. eg: 0,0,colour,0
If your a total knumbskull (like me) and you get ACAD's co-ordinate
system messed up (like me) you can use the -q option to negate the Y
axis and reverse the orientation of the polygons. This will fix the
object if it appears to be "backwards".
Do not use punctuation in your material names or layer names.
A # sign in the materials file means a comment
A : means to put the following text AFTER the connection data.
Example materials file:
# This is a comment
# There must be 5 fields in each assigned texture!!
CONSTANT 0,0,0,colour0,0
SHADED 0,shade,0,colour1,0
SINE 0,wavey,0,colour2,0
BOTHSIDES both,0,0,colour3,0
BOTHSHADE both,shade,0,colour4,0
DOUBLESIDED double,0,0,colour5a,colour5b
DOUBLESHADE double,shade,shade,colour6a,colour6b
1SHADE2SINE 0,shade,wavey,colour7a,colour7b
1SINE2SHADE 0,wavey,shade,colour8a,colour8b
2SINE double,wavey,wavey,colour9a,colour9b
SAMPLESIDE this is,an example,of what,you can,do!
HIBITMAP himap:,0,5,5
Material names can be as long as ACAD allows!
Currently there is a limit of 3000 points and 2000 surfaces to any DXF file.
Version 0.2:
REND386 .PLG files can now be converted. Just enter the PLG file (.plg
extension is important) and the file will be decoded correctly. The
information for the materials is just like DXF. The 0x11AA in the .plg
is scanned for and the corresponsing material is substituted.
The materials file can now how the keyword RND in it to generate a random
number between 0 and 255. This may be useful for sine texture
mis-alignment.
Version 0.3:
Colons can be placed in materials to output text/data/comments after a
polygon face definition.
Consider a material like so
MATERIALXY 0,mesh,0,colourxy,0:;hello there
will return a face line like so
dw 0,mesh,0,colourxy,0,1,2,3,6,7,1;hello there
Bitmaps can now be defined in AutoCAD and then placed as part of an object.
Notice how I used the new and fancy colon option?
eg: a material of
HIBITMAP himap:,0,5,5 ;testtest
will return a line of
dw himap,29,0,5,5 ;testtest
To implement the bitmap option, define a 3dface in AutoCAD on the layer
hibitmap. DXF23DV will find the layer, match it up with the material, and
scan for the text "map" in the material. If it is found, it will make the
surface into a bitmap. This is good for adding explosions/static bitmaps
to dead objects. Check out XWING to see what I mean.
Version 0.4:
Connection data is sorted according to surface normal. This is in
preparation for iteration handling.
Small bug with .PLG detection fixed. Also fixed a bug with the .PLG surface
loading. Who uses .PLG's anyway right? Fixed...
PFACES now work correctly