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Author Topic:   To: Turbo Pascal: Meta/Strpix?!?!?!!!
TRT
Member

Posts: 85
From:TOKYO
Registered: Jul 2001

posted 08-12-2001 11:03 PM     Click Here to See the Profile for TRT     Edit/Delete Message   Reply w/Quote
Okay, I have the Japanese CAD program META...
I have the latest STRPIX...

So how do you import/export DXF properly without getting an address error in Strpix.

The META programs asks both import and export parameters when you bring in DXFs.

Could you tell us lay people/designers who don't know the maths which commands to put in the boxes (At import & Export) to make it work?

EG. exporting Lara's head using strpix and then putting it in Meta, and then exporting it out of META and back into STRPIX (without alteration) justs gets an error.

thanks!!!!!
MIRAI

BTW the other free 3D programs like STRATA, BLENDER, ANIM8 etc either cannot do DXF or are not compatible.

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psiko
Member

Posts: 454
From:Rome
Registered: Mar 2001

posted 08-13-2001 04:37 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
first of all be sure to have the "," (coma) as a separator for the decimals, and not the "." (full stop).

You can be sure checking in the control pannel in the "international settings" icon.

Then simply you have to export the meshes as DXF but you can import in the STRPIX only 3D faces which are something like "simple meshes".... so be sure to NOT have objects of another kind, like polylines or polymeshes, or everything else....

Then try deleting all the layers which are not necessary.... for example, the Rhino3D creates some default layers in the file if you copy and paste some meshes in a new file.... and you have to delete them....

Then, for a successful importing, try to use the strpix3.0 which has a way for naming the layers which is SIMPLER... so, after you do not get error message from that importing, you can open again the wad with the latest version of the strpix and retexture it as good as you want....

but be careful: strpix3.0 has a different way to name the layers.

for example: texture_45 instead of textur_0045_y_z of the latest version....

this means that with strpix 3.0 you have to add the final "e" and to not write the zeros to have this format: texture_xxxx_y_z

after you import all the objects in your wad with strpix3.0 with this simpler method which is more successful, you can open the same wad with strpix 3.4 (or 3.5)....

hope this helps

------------------
| |--->> psiko <<---| |

DOWNLOAD the TECHNOEGYPTIANS PORTAL
http://tombraider.videogame.it/giochi/trle/livelli/tep.zip

First level from "Tomb Raider A - The TechnoEgyptians"

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TRT
Member

Posts: 85
From:TOKYO
Registered: Jul 2001

posted 08-13-2001 06:05 AM     Click Here to See the Profile for TRT     Edit/Delete Message   Reply w/Quote
aahhh, I understood all the way up to: "First..."
then you lost me.


But I will save everything you have written.
And try to study it.

Do you have the
'the dummies guide to DXF/STRPIX/META"??

I only good at design. Textures,2d,music etc.

All I know about 3D you could write on the back of a postage stamp.

MIRAI

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Alexis Rombaut
Member

Posts: 143
From:Belgium
Registered: Jul 2001

posted 08-13-2001 06:30 AM     Click Here to See the Profile for Alexis Rombaut   Click Here to Email Alexis Rombaut     Edit/Delete Message   Reply w/Quote
The answer is "very simple":

Open your exported DXF as a text (.txt). Do the same with one saved and exported from Metasequioal.

You see that the DFX nothing more then enummeration of points and their attached layers.

If you compare both you notice a slight difference.

* Strpix needs its layers to be named TEXTURE_XXXX_Y_Z while Metasquoial names them
Obj1
62
1.

Also the headers are different.
Using Word I replace the "Obj1 62 1" with "TEXTURE_1026_0_0 " and change the headers. Because objects can easily have 200 of those tags you must use "search and replace". Search for "obj1^p62^p1" (^p = ENTER in search functions) and replace it with "TEXTURE_1026_0_0 ", fix the headers (copy them from the original the don't change after editing).

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psiko
Member

Posts: 454
From:Rome
Registered: Mar 2001

posted 08-13-2001 06:57 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
I sent you an email....

------------------
| |--->> psiko <<---| |

DOWNLOAD the TECHNOEGYPTIANS PORTAL
http://tombraider.videogame.it/giochi/trle/livelli/tep.zip

First level from "Tomb Raider A - The TechnoEgyptians"

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psiko
Member

Posts: 454
From:Rome
Registered: Mar 2001

posted 08-13-2001 07:02 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
oh sorry... you don't have an email posted here.... so I have to write it, sorry, but this would have been a private message....

"well Mirai, I believe you are really cool in level design so I have really a great respect on you (as maybe you already read in your previous topics....)

so if you accept, I can try to create that object "compatible for you"... if you trust, you can send me the DXF file, and I'll send you that back.... you simply have to import it in your wad with strpix and at least retexture it....

so I actually won't change anything at your artwork, simply I help you in the "technical" matter....

If you don't like this solution, I understand (I offer my help as I really like some new beautiful levels as the other you gave us )"

well this was the email I was writing to you.... sorry, but I haven't found your address...

------------------
| |--->> psiko <<---| |

DOWNLOAD the TECHNOEGYPTIANS PORTAL
http://tombraider.videogame.it/giochi/trle/livelli/tep.zip

First level from "Tomb Raider A - The TechnoEgyptians"

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TRT
Member

Posts: 85
From:TOKYO
Registered: Jul 2001

posted 08-13-2001 11:36 AM     Click Here to See the Profile for TRT     Edit/Delete Message   Reply w/Quote
ok thanks guys!!!

Ciao! psiko!

my e-mail is:
ummo@bekkoame.ne.jp
homepage: http://intelligentsia.online.fr/area3.html

thanks for your BIG help
MIRAI

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