★ Graphic Tools Guide ★ Format list
"
SEGA 3D
"
"
model modelname
{
vertices; number of verticies
{
(x0, y0, z0), (nx0, ny0, nz0); 0
(x1, y1, z1), (nx1, ny1, nz1); 1
.............; 2
}
polygons; number of polygons
{
(v0, v1, v2, v3), (Nx, Ny, Nz), (Zpos); 0
.............; 1
}
}
"
model | : Control structure |
vertices | : Control structure |
polygons | : Control structure |
modelname | : Model name |
(Xn, Yn, Zn) | : Coordinates of each vertex |
(nx0, ny0, nz0) | : Each vertex normal vector (unit vector) |
(v0, v1, v2, v3) | : Vertex numbers that make up the face |
(Nx, Ny, Nz) | : Surface normal vector |
(Zpos) | : Z sort criteria (AVE = center / MIN = recent / MAX = farthest) |
0 1 ┌───────┐ │ → │ │ │ │ ↑ ↓ │ │ │ │ ← │ └───────┘ 3 2
"
slips modelname
{
materialname_0
materialname_1
.........
}
"
slips | : Control structure |
modelname | : Corresponding model name |
materialname_n | : Corresponding material name |
"
material material name
{
type (TYPE0 | TYPE1 | ...)
texture "textureName"
color ColorCode
gouraud offset
direction 0,1,2,3
}
"
material | : Control structure |
type | : Reserved word |
texture | : Reserved word |
color | : Reserved word |
gouraud | : Reserved word |
direction | : Reserved word |
materialname | : Material name | ||||||||||||||||
(TYPEn) | : Material type. Specify a method such as shading mapping. | ||||||||||||||||
→ NULL = None | |||||||||||||||||
FLAT = flat shading | |||||||||||||||||
TEXT = texture mapping | |||||||||||||||||
GOUR = Gouraud shading | |||||||||||||||||
MESH = mesh display | |||||||||||||||||
TRAN = translucent | |||||||||||||||||
SHAD = half brightness | |||||||||||||||||
* For multiple specifications, connect with'|'. | |||||||||||||||||
"textureName" | : Texture map file name | ||||||||||||||||
ColorCode | : Non-texture color code (RGB 5bit = 1b.B5.G5.R5) | ||||||||||||||||
offset | : Goo color offset = 0x10. Unused data. | ||||||||||||||||
0,1,2,3 | : Correspondence to each vertex of the texture map. Display direction. |
"
object objectname
{
modelname_0, (xs, ys, zs), (xd, yd, zd), (xt, yt, zt), (xi, yi, zi)
{
}
modelname_1, (xs, ys, zs), (xd, yd, zd), (xt, yt, zt), (xi, yi, zi)
{
modelname_2, (xs, ys, zs), (xd, yd, zd), (xt, yt, zt), (xi, yi, zi)
{
modelname_4, (xs, ys, zs), (xd, yd, zd), (xt, yt, zt), (xi, yi, zi)
{
}
}
modelname_3, (xs, ys, zs), (xd, yd, zd), (xt, yt, zt), (xi, yi, zi)
{
}
}
..................................
..................................
}
"
object | : Control structure |
objectname | : Object name (= file name) |
modelname_n | : Model name |
(xs, ys, zs) | : Scale (ratio) |
(xd, yd, zd) | : Rotate (angle: -180.0 ~ + 179.0) |
(xt, yt, zt) | : Translation (coordinates) |
(xi, yi, zi) | : Currently unused = (0,0,0) |
"
light
{
vector n; number of light
{
(X0, Y0, Z0); 0
(X1, Y1, Z1); 1
............
}
}
"
light | : Control structure |
vector | : Control structure |
(Xn, Yn, Zn) | : Light source unit vector |
"
attribute modelname
{
{
type (TYPE0 | TYPE1 | ...)
texture "textureName"
color ColorCode1, ColorCode2
gour_color (R1, G1, B1), (R2, G2, B2), (R3, G3, B3), (R4, G4, B4)
direction 0,1,2,3
zsort (Zpos)
}
{
.....
}
..........
..........
}
"
attribute attribute | : Control structure |
type | : Reserved word |
texture | : Reserved word |
color | : Reserved word |
gour_color | : Reserved word |
direction | : Reserved word |
modelname | : Model name |
(TYPEn) | : Material type (similar to material data). |
Specify a method such as shading mapping. | |
→ NULL = None | |
FLAT = flat shading | |
TEXT = texture mapping | |
GOUR = Gouraud shading | |
MESH = mesh display | |
TRAN = translucent | |
SHAD = half brightness | |
* For multiple specifications, connect with'|'. | |
"textureName" | : Texture map file name |
ColorCode1 | : Non-texture color code set for the material |
(RGB each 5bit = 1b.B5.G5.R5) | |
ColorCode2 | : Non-texture color code calculated by the current light source |
(RGB each 5bit = 1b.B5.G5.R5) | |
(Rn, Gn, Bn) | : 4-vertex goo-low table calculated by the current light source |
0,1,2,3 | : Correspondence to each vertex of the texture map. Display direction. |
→ [0,1,2,3] = Normal display | |
[1,0,3,2] = H inverted display | |
[3,2,1,0] = V inverted display | |
[2,3,0,1] = HV inverted display | |
[1,2,3,0] = 90 degree rotation Normal display | |
[2,1,0,3] = 90 degree rotation H inverted display | |
[0,3,2,1] = 90 degree rotation V inverted display | |
[3,0,1,2] = 90 degree rotation HV inverted display | |
(Zpos) | : Z sort criteria (AVE = center / MIN = recent / MAX = farthest |
★ Graphic Tools Guide ★ Format list