Hi,
I know that some people can tell what a direct x object is doing by looking at the code.
I am creating a skybox, and everything seems ok until I set the texture flag to 3. This gives the skybox a virtuously seemless look about it.
But when I run a skybox made from 3DCPro with this flag set to 3, the whole room still looks square and all I see is bright colors on any mapped wall.
I am hoping that if I provide the text for the direct x that someone could tell me if I can create this same effect with 3DC?
It has references to vectors in it, so I wondering if this was a special made .x object.
What I would like to do is increase the bitmaps for the walls from 256 to 512 or higher?
THANKS FOR ANY HELP YOU CAN GIVE ME.
[pre class=’ip-ubbcode-code-pre’]
xof 0302txt 0064
template Header {
andlt;3D82AB43-62DA-11cf-AB39-0020AF71E433andgt;
WORD major;
WORD minor;
DWORD flags;
}
template Vector {
andlt;3D82AB5E-62DA-11cf-AB39-0020AF71E433andgt;
FLOAT x;
FLOAT y;
FLOAT z;
}
template Coords2d {
andlt;F6F23F44-7686-11cf-8F52-0040333594A3andgt;
FLOAT u;
FLOAT v;
}
template Matrix4x4 {
andlt;F6F23F45-7686-11cf-8F52-0040333594A3andgt;
array FLOAT matrix[16];
}
template ColorRGBA {
andlt;35FF44E0-6C7C-11cf-8F52-0040333594A3andgt;
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}
template ColorRGB {
andlt;D3E16E81-7835-11cf-8F52-0040333594A3andgt;
FLOAT red;
FLOAT green;
FLOAT blue;
}
template IndexedColor {
andlt;1630B820-7842-11cf-8F52-0040333594A3andgt;
DWORD index;
ColorRGBA indexColor;
}
template Boolean {
andlt;4885AE61-78E8-11cf-8F52-0040333594A3andgt;
WORD truefalse;
}
template Boolean2d {
andlt;4885AE63-78E8-11cf-8F52-0040333594A3andgt;
Boolean u;
Boolean v;
}
template MaterialWrap {
andlt;4885AE60-78E8-11cf-8F52-0040333594A3andgt;
Boolean u;
Boolean v;
}
template TextureFilename {
andlt;A42790E1-7810-11cf-8F52-0040333594A3andgt;
STRING filename;
}
template Material {
andlt;3D82AB4D-62DA-11cf-AB39-0020AF71E433andgt;
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[…]
}
template MeshFace {
andlt;3D82AB5F-62DA-11cf-AB39-0020AF71E433andgt;
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}
template MeshFaceWraps {
andlt;4885AE62-78E8-11cf-8F52-0040333594A3andgt;
DWORD nFaceWrapValues;
Boolean2d faceWrapValues;
}
template MeshTextureCoords {
andlt;F6F23F40-7686-11cf-8F52-0040333594A3andgt;
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
template MeshMaterialList {
andlt;F6F23F42-7686-11cf-8F52-0040333594A3andgt;
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material]
}
template MeshNormals {
andlt;F6F23F43-7686-11cf-8F52-0040333594A3andgt;
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}
template MeshVertexColors {
andlt;1630B821-7842-11cf-8F52-0040333594A3andgt;
DWORD nVertexColors;
array IndexedColor vertexColors[nVertexColors];
}
template Mesh {
andlt;3D82AB44-62DA-11cf-AB39-0020AF71E433andgt;
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[…]
}
template FrameTransformMatrix {
andlt;F6F23F41-7686-11cf-8F52-0040333594A3andgt;
Matrix4x4 frameMatrix;
}
template Frame {
andlt;3D82AB46-62DA-11cf-AB39-0020AF71E433andgt;
[…]
}
Header {
1;
0;
1;
}
Frame CUBE_Root {
FrameTransformMatrix {
3.000000, 0.000000, 0.000000, 0.000000,
0.000000, 3.000000, 0.000000, 0.000000,
0.000000, 0.000000, 3.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Mesh Unnamed_0 {
4;
10.000000;10.000000;-10.000000;, // 0
-10.000000;10.000000;-10.000000;, // 1
-10.000000;10.000000;10.000000;, // 2
10.000000;10.000000;10.000000;; // 3
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘6.bmp’;
}
}
}
MeshNormals {
4;
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;;
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
1.000000;0.000000;;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
}
}
Mesh Unnamed_1 {
4;
10.000000;10.000000;-10.000000;, // 0
10.000000;10.000000;10.000000;, // 3
10.000000;-10.000000;10.000000;, // 7
10.000000;-10.000000;-10.000000;, // 4
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘2.bmp’;
}
}
}
MeshNormals {
4;
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
1.000000;0.000000;;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
}
}
Mesh Unnamed_2 {
4;
-10.000000;10.000000;-10.000000;, // 1
-10.000000;-10.000000;-10.000000;, // 5
-10.000000;-10.000000;10.000000;, // 6
-10.000000;10.000000;10.000000;, // 2
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘4.bmp’;
}
}
}
MeshNormals {
4;
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
1.000000;0.000000;;
}
}
Mesh Unnamed_3 {
4;
10.000000;10.000000;10.000000;, // 3
-10.000000;10.000000;10.000000;, // 2
-10.000000;-10.000000;10.000000;, // 6
10.000000;-10.000000;10.000000;, // 7
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘1.bmp’;
}
}
}
MeshNormals {
4;
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
1.000000;0.000000;;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
}
}
Mesh Unnamed_4 {
4;
10.000000;10.000000;-10.000000;, // 0
10.000000;-10.000000;-10.000000;, // 4
-10.000000;-10.000000;-10.000000;, // 5
-10.000000;10.000000;-10.000000;, // 1
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘3.bmp’;
}
}
}
MeshNormals {
4;
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
1.000000;0.000000;;
}
}
Mesh Unnamed_5 {
4;
10.000000;-10.000000;-10.000000;, // 4
10.000000;-10.000000;10.000000;, // 7
-10.000000;-10.000000;10.000000;, // 6
-10.000000;-10.000000;-10.000000;; // 5
2;
3;0,2,1;,
3;0,3,2;;
MeshMaterialList {
1;
2;
0,
0;
Material {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
‘5.bmp’;
}
}
}
MeshNormals {
4;
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;;
2;
3;0,1,2;,
3;0,2,3;;
}
MeshTextureCoords {
4;
1.000000;0.000000;;
0.000000;0.000000;,
0.000000;1.000000;,
1.000000;1.000000;,
}
}
}
[/pre]