Haikalle Posted November 5, 2004 Posted November 5, 2004 I have coded a couple mouth opengl at visual c++. And it has been fun. I have done simple terrain and I want try to put my A:M models to opengl world. So this is a way how I have figured it out. In visual c++ I make code who reads .mdl part and MESH section. and built the model at points from Mesh section. [MESH] Version=2 Splines=37 CPs=8 1342177289 0 10 0.0165369 24.8053 0 0 0 1.10899 0 0 1.10899 1342177289 0 11 0.0116933 24.8053 0.0116933 0 0 1.10899 0 0 1.10899 1342177289 0 12 0 24.8053 0.0165369 0 0 1.10899 0 0 1.10899 1342177289 0 13 -0.0116933 24.8053 0.0116933 is this good way or am I totally lost Quote
walasek Posted November 6, 2004 Posted November 6, 2004 I guess the question would be how is your OpenGL routines hoping to get the vertices and textures for the model. Is it based on a triangle strip, etc? Probably the best thing to do, is to be able to read an OBJ formatted file (or DXF) into your OpenGL routines (there is lots of code out there already that can read these types of models in). Now, just export from AM using an OBJ exporter... and voila... your model is in your OpenGL program... I have done this before and it works fairly well... I wouldn't recommend trying to read the .mdl file directly and trying to figure out all the splines to polygons, when the exporters already do all of this for you. Also, Hash could change the format of the .mdl file and then your converter wouldn't work anymore... I highly recommend http://nehe.gamedev.net for information, lessons, etc (There is a sample there that shows loading of Milkshape files, but can very easily be converted for loading of other file formats...) Good luck and have fun... Quote
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