★ SGL User's Manual
SGL Tutorial Data transfer
This chapter describes how to pass the designer-created design data and the sound designer-created sound data to the programmer, and how and how to do it. We will also explain about various data formats, so please refer to them when transferring data.
- 1-1. Data flow
- 1-2. Conversion / check of SOFTIMAGE data
- 1-3. Convert to the format passed to the programmer
- 2-1. Data type
- BGM, sequence data
- Data for PCM stream playback
- 2-2. Data embedding
- 3-1. Work flow
- 3-2. Creating an IP
- 3-3. Build
- 3-4. Burning the CD-ROM
- 4-1. Model data specifications
- Point data
- Polygon data
- Attribute data
- PDATA structure
- OBJECT structure
- 4-2. Material name specifications
- 4-3. Texture data specifications
★ SGL User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997