A question about bod-Files

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XIshtar
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Joined: Fri, 5. Mar 04, 21:39
x2

A question about bod-Files

Post by XIshtar » Sun, 24. Jul 05, 00:41

Hallo Im new to x2 mod and I have a little question.
I wrote a small script that import the body with vertexes and faces to Blender and if I take a look into a bod-File (for example 00233.bod - Goner temple pylon) I wonder why are so many vertexes in a body with the same coordinate.

In my case (the pylon above) in the last bodypart 3 there are 16 vertexes for 6 faces (a double 3 sided pyramid) - I think 5 vertexes are enough to make that figure.

Thanks Ishtar

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nuclear_eclipse
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x3tc

Post by nuclear_eclipse » Sun, 24. Jul 05, 01:27

What you are seeing is multiple LODs (Levels of Detail). Each LOD is specified in the BOD by a specific numbering pattern (I don't remember what, but it's in the Modder Kit GFX How-To). Each LOD is specified for a different amount of detail/texturing/etc so that the in-game AQC system can scale back distant objects or to keep frame rates up.

XIshtar
Posts: 27
Joined: Fri, 5. Mar 04, 21:39
x2

Post by XIshtar » Sun, 24. Jul 05, 01:40

Hallo

Yes LOD its not the problem, lets say other: on the last LOD the pylon of the goner temple are only a double 3 sided pyramid - with 6 faces.

You need only 5 vertexes for this - 1 top / 1 bottom / 3 in the middle.

Why are 16 vertexes defined (and many of them have the same coordinate) - is that not waste of memory?

Bye Thomas

XIshtar
Posts: 27
Joined: Fri, 5. Mar 04, 21:39
x2

Post by XIshtar » Tue, 26. Jul 05, 13:57

ok it looks like, some of you have interest in a ex-importer for Blender, thats the reason I save the documentation and scripts on this adress
http://www.buschhardt.de/x2blender
Cooperation is welcome. Thanx

XIshtar
Posts: 27
Joined: Fri, 5. Mar 04, 21:39
x2

Post by XIshtar » Mon, 8. Aug 05, 16:48

Hallo, a new version its here

http://www.buschhardt.de/x2blender/

Changes in this version:

- all LOD's are shown
- UV coordinateserror fixed

Ciao XIshtar

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