how to create a world file
I have found that many people use .raw file to store the terrain information and read it to generate a world or terrain in their program. I just wonder how can I create a .raw file or the "world.txt" file in lesson 10?
are there any tools that I can use? (don't tell me that i have to do it by hand >_<)
Thanks a lot for your help!
The *.raw files usualy used as heightmaps in terrain engines are mostly created in various paint porgrams. They are generated either by some kind of noise algoritem or hand painted. The "world.txt" is in this case created by hand. But that is the absolute worst thing you could do. I sugest you create a loader form one of the standard model formats (3ds, x, lwo,..) and use a 3d modeling program to create your worlds.
You should never let your fears become the boundaries of your dreams.
or you could write a graphical program that could then export your map in the format of the world.txt file
Thanks for the replys! I am still new to opengl, so I have no idea of how to create a .raw file by using 3ds and other tools that you mentioned.
Actually, all I want to do is to create a simple 3D house and a camera, so that you can controll the camera to move around inside the house. I want to build these things based on lesson 10, so I just wonder if I have to create a .raw file for the house or is there any other ways to do it?
Actually, all I want to do is to create a simple 3D house and a camera, so that you can controll the camera to move around inside the house. I want to build these things based on lesson 10, so I just wonder if I have to create a .raw file for the house or is there any other ways to do it?
kola,
traditionally, you wouldnt use a .raw file for that.
You really need to do some more reading before you jump into this. Using 3dsMax is great but it is going to generate a .3ds file for you. Your program will need to know how to load and use the geometry in that .3ds file. You will also need to decide how you are going to do any collision detection on the geometry once you have it loaded.
Lesson 10 is great, but it is a demonstration of basic concepts. What you are trying to accomplish is beyond concept. Rather, you are looking for real implementation. Keep reading on looking at the other tutorials here for more of that.
Also, to help specifically with the .3ds stuff, GameTutorials.com has a few .3ds scene loading tutorials on their site you may want to check out.
Hope this helps...
traditionally, you wouldnt use a .raw file for that.
You really need to do some more reading before you jump into this. Using 3dsMax is great but it is going to generate a .3ds file for you. Your program will need to know how to load and use the geometry in that .3ds file. You will also need to decide how you are going to do any collision detection on the geometry once you have it loaded.
Lesson 10 is great, but it is a demonstration of basic concepts. What you are trying to accomplish is beyond concept. Rather, you are looking for real implementation. Keep reading on looking at the other tutorials here for more of that.
Also, to help specifically with the .3ds stuff, GameTutorials.com has a few .3ds scene loading tutorials on their site you may want to check out.
Hope this helps...
Hard work USUALLY pays off in the future, but laziness ALWAYS pays off right now.
Hello kola.
I'm pretty sure the world.txt file in lession 10 is made by hand, so if you want to expand lession 10, then you'll have to make your word.txt by hand, or make your own tool to generate/draw world.txt files.
Endre
I'm pretty sure the world.txt file in lession 10 is made by hand, so if you want to expand lession 10, then you'll have to make your word.txt by hand, or make your own tool to generate/draw world.txt files.
Endre
I have just found another question for lesson 10. In the lesson 10 example, he used a GL_TRIANGLE instead of GL_QUADS to draw the walls. what's the difference? wouldn't it be easier to draw everything in GL_QUADS? (since the .bmp has a quad shape, it would be easier to map the texture coords right?)
hehe, first post...
Anyway, I guess I'll answer that one with the triangles, since I love doing 3d models, & I code too. The thing is, there is no smaller polygon than a triangle (Duh!) and this is why, the 3d industry at large took it as it's little darling ;). So now, most cards if not all work in triangles (when they say, that much polygon per seconds, they means triangles per second) as most graphic librairies, 3d modelers, etc. So I haven't read then 10th tutorial recently, but one of my best guess is he did that just because he's used to :P & so should you. It's a good idea to start thinking in triangles & forget the other polygons, since you can always create them from triangles. Most formats save in triangles too, so if you plan on loading models, you will most likelly have to prepare for it. Anyway, hope that helped, & please, by all means, correct me if I'm wrong :).
Anyway, I guess I'll answer that one with the triangles, since I love doing 3d models, & I code too. The thing is, there is no smaller polygon than a triangle (Duh!) and this is why, the 3d industry at large took it as it's little darling ;). So now, most cards if not all work in triangles (when they say, that much polygon per seconds, they means triangles per second) as most graphic librairies, 3d modelers, etc. So I haven't read then 10th tutorial recently, but one of my best guess is he did that just because he's used to :P & so should you. It's a good idea to start thinking in triangles & forget the other polygons, since you can always create them from triangles. Most formats save in triangles too, so if you plan on loading models, you will most likelly have to prepare for it. Anyway, hope that helped, & please, by all means, correct me if I'm wrong :).
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