CompuServe Messages

#EXPENSIVE 3D

    15-Jun-92 10:11:51
Sb: #17183-#EXPENSIVE 3D
Fm: Yost Group 76702,413
To: Syndesis 76004,1763
Hi John, Good questions… We developed the 3DS ascii format for graphics hackers who wanted to procedurally create objects externally (via BASIC, a text editor, or whatever). As you saw, it's a very straightforward way of getting data into the system without having to deal with an complex binary format. Although we didn't include the actual material "chunk", we _did_ include the material name, and if that material is in the current 3DS.MLI materials library, the ascii data will pick it up correctly. (We didn't include the material chunk itself because it was too complex to logically break it down into ascii within the timeframe.) Regarding documentation for this file type… it's basically self-documenting. Since it doesn't include animation data, it's extremely simple (I'm sure it took you about 5 minutes to figure it out.) Regarding "what customers wanted an ascii format"… 3DSr1 wrote out ascii files, but didn't read them, and this tweaked a lot of folks interest in the format. We got many letters that people wanted a simple ascii way of getting raw data in and out of the system. Finally, for you "serious" file format dudes, we're almost done with the official .3ds file format specification, including a set of C libraries to enable file writing with _every_ piece of data, including animation. I should try to get you that kit asap. – G