Attribute |
Size spezified
|
Type used
|
Value
|
Comment
|
.t
|
No
|
double3
|
Three numbers per element as specified by the
type.
|
Translation values x/y/z
|
.r
|
No
|
double3
|
Three numbers per element as specified by the
type.
|
Rotation values x/y/z
|
.s
|
No
|
double3
|
Three numbers per element as specified by the
type.
|
Scaling values x/y/z
|
.uvst[MappingIndex].uvsp[ElementFrom:ElementTo]
|
Yes
|
float2
|
Two numbers per Element.
|
Contains the texture coordinates x/y. Since
the array can be rather large a header can be applied giving the total
size of the elements for the given texture index. Multiple texture arrays
can be specified identified by "MappingIndex". Each of these contain a
complete set of texture coordinates. When to many elements are in the array
the coordinates are split up over multiple lines. In that case each block
shows the array indicies it belongs to by ElementFrom:ElementTo.
If the line is split up it still contains two numbers per element and is
not split within an element.
|
.uv[ElementFrom:ElementTo]
|
Yes
|
No
|
Two float numbers per element.
|
Contains the texture coordinates x/y as above
but only a single texture coordinate array is used.
|
.vt[ElementFrom:ElementTo]
|
Yes
|
No
|
Three numbers per element type float/double
|
Contains the vertex data for the object x/y/z
values.
|
.ed[ElementFrom:ElementTo]
|
Yes
|
No
|
Three numbers per element type signed integer.
|
Contains the indicies into the vertex array
that build a specific edge. The first two numbers per element are the indicies
into the vertex array while the third number is unknown to me.
|
.fc[ElementFrom:ElementTo]
|
Yes
|
Yes
|
polyFaces, Two lines per element with varying
number of values.
|
"f" specifies the indicies into the edges. The
first parameter is the number of edges for this face. The indicies can
be either positive or negativ. A negative index means the reversal of the
edge associated to it and is calculated by converting to a positive number
and subtracting 1. After that <N> numbers are following specifying
each one an index into ".ed".
"mu" specifies the mapping index into a texture coordinate array ".uvst[MappingIndex]".
The next number gives the number of texture coordinates following
and afterwards are the actual texture indicies each an index into .uvst[MappingIndex].uvsp[TextureIndex].
"mf" Some objects have this texture mapping command applied. This is
the same as "mu" except that it has no MappingIndex. Following the command
is the number of the texture indicies. This is used when the texture coordinates
are specified by ".uv[ElementFrom:ElementTo]". For each face attribute
there is either "mu" or "mf" depending on the texture coordinates.
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