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- Readme file for 'GEOtoSBP'
-
- This program converts GEO ASCII (VideoScape ASC) files to the vector file
- format used by the AB3D-II TKG editors.
-
- This program was written in AMOS Pro by Danny Searle after finding the
- vector object editor for AB3D-II TKG very difficult to use!
-
- The program will only accept GEO ASCII (VideoScape ASC) format vector files
- at the moment, mainly because it is the simplest vector format I could
- find. You can easily convert most vector formats to GEO ASCII using Pixel
- Pro, that includes the version given away free by Amiga Format a while
- back.
-
- Before you rush off to convert all your 2,000,000 polygon super detailed
- alien creatures you must take note of the limitations of vector files used
- in AB3D-II and of the conversion process. Firstly my program only converts
- point position data, and nothing about polygons, lines, edges, faces, or
- textures. "Pah! useless!" I here you say, but there is a very good reason
- for this limitation, and it is the fact that faces in the AB3D-II vector
- editor must be defined with the edges going clockwise around its points
- acording to the way it is faceing. The other limitation set this time by
- the AB3D-II editors is that individual vector files can have a maximum of
- only 50 points (and 50 polygons). So say you have a designed a robot in
- your faviourite vector editing program, you must split it into bits. A good
- idea is to split bits off acording to how they will animate, for example, a
- robot with a head, body arms, and legs may be split into 8 separate pieces,
- 1 - Head
- 2 - Body
- 3 - Left arm
- 4 - Right arm
- 5 - Left upper leg
- 6 - Left lower leg
- 7 - Right upper leg
- 8 - Right lower leg
- Then load the bits into the "objed", add faces (clockwise) and wrap
- textures, save the files, load and join them in the "animeditor" and
- animate your robot! It's not as simple as that but read the AB3D-II
- "HOW2..." docs for more detailed instruction.
-
- To convert an object is simple, once it is in GEO ASCII format, go to a
- CLI window and type in "GEOtoSBP [in file] [out file] [scale-factor]",
- replacing [in file] with the path and filename of your GEO ASCII object,
- [out file] with the path and filename of the converted file and
- [scale-factor] with a scale factor (see below).
-
- A scale factor must be used because vector files in AB3D-II have large
- co-ordinate values with no decimal places (intiger values) and GEO ASCII
- files have small co-ordinate values with 8 decimal places. Their is no real
- guide to the value of the scale factor, but when I convert Imagine objects
- with Pixel Pro to GEO ASCII files, I find a value of 75 is about right.
-
- It is a good idea to make sure your objects are all positioned correctly in
- your faviourite vector editing program before conversion, because it is a
- real pain to move a number of objects accurately with the "animeditor" used
- in AB3D-II, you have been warned!
-
- DISCLAIMER:
-
- Although I can asure you that the only data altered by running the program
- will be the output file you specify, I have to protect myself, so...
- You use GEOtoSBP at your own risk!
- I can not be held resposerble for loss of data, or any other harm my
- program may inflict on defenceless vector objects!
-
- This program is GIFTWARE, so send all generous donations, new cars,
- computer equipment, T.V.'s, HI-FI's, VCR's, and coments etc.. to the
- following address,
-
- Danny Searle
- Talbot Cottage
- Gerald Road
- BIRKENHEAD
- Merseyside
- L43 2LA
-
- I hope you find this program as useful as I have,
-
- _
- _ // Long live the Amiga!
- \X/ Down with the PeeCee!
-
-