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3DS File Format - Redundant Vertices?

Last post 03-04-2004, 11:04 by JonJon. 0 replies.
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  •  03-04-2004, 11:04 276695

    3DS File Format - Redundant Vertices?

    I am working on enhancing some 3DS file loading code which I found (http://www.tsrevolution.com/docs/c3ds.zip) and found something puzzling. A simple unit Box in 3DS Max has 8 vertices but when exported as a 3DS file it somehow ends up with 26 vertices. All the chunks read in from this particular 3DS file are shown below. I can't see how 26 vertices can meaningfully be used to represent a box composed of 12 triangles/faces. Am I missing something obvious or could there be a problem in the recursive chunk parsing method (though I don't think so). Main chunk 4d4d 3DS Version Chunk 2 Object chunk 3d3d Mesh Version Chunk 3d3e One Unit Chunk 100 Object Block Chunk 4000 Trimesh Chunk 4100 VertList Chunk 4110 MapList Chunk 4140 TRMatrix Chunk 4160 FaceList Chunk 4120 SmoothList Chunk 4150 Keyframer Chunk b000 Any help much appreciated.
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