CompuServe Thread

#Triangles to quads -How?

8 messages in this thread
#177503From: KTurnerJun 27, 1995 8:05 PM
I'm working on a game where the target platform requires Quads not triangles. Have any of you addressed this already? Are there any IPAS filters for this? I don't want to have to change modelers! Thanks, Kelly
#177513From: Jonas Ruikis [ADESK]Jun 27, 1995 10:36 PM
Hi Kelly, << ..I'm working on a game where the target platform requires Quads not triangles. Have any of you addressed this already? >> I've heard rumors of a triangle to quad solution but so far there has been no solution publically posted here. The recommendation so far has been to reask this question in the "Go GAMERS" forum. If you find one, please post your findings here. jonas[adesk]
#177557From: Dan O'LearyJun 28, 1995 9:24 AM
>> I'm working on a game where the target platform requires Quads not triangles. Have any of you addressed this already? Are there any IPAS filters for this? I don't want to have to change modelers! << Boy, the shakeup that the next gen platforms can be felt for miles… this is a question that has started to appear here on an almost weekly basis. Are you IPAS developers taking notice?! One way to approach your problem, Kelly, is to use The Script Extension. It is an IPAS by KUB available thru Scrieber that lets you access much of Studio's internal goodies thru a basic-like scripting language. With it, you could write a program to generate model files with all quads, essentially writing your own Saturn (?) export function. – Dan / n-Space, Inc. (First Party Playstation Developers)
#177585From: Stephen . MilliganJun 28, 1995 11:09 AM
There is a tool called Genesis, an extension to Sense8's WorldToolKit, which will read an NFF tri-mesh and convert it to an NFF quad-mesh. Syndesis's program will read and write NFF and 3DS files. There are substantial drawbacks to this solution, the primary one being cost (you have to buy two software packages which probably aren't going to be very useful to you unless you do a lot of VR in-house). Let me know if you're interested and I'll post more detailed info. Steve Milligan Graphic Media Systems
#177593From: KTurnerJun 28, 1995 11:31 AM
Can you please post the detailed info? Thanks, Kelly
#177779From: Stephen . MilliganJun 29, 1995 9:48 AM
Kelly, The tool is Genesis World Builder, and the contact info is 25 Corsham Street London N1 6DR Tel: 071 253 9699 Fax: 071 490 8968 To run it, you also need WorldToolKit, which you get from Sense8 corporatioL 4000 Bridgeway suite 101 Sausalito, CA 94965 Tel: 415-331-6318 These are VR tools, and it seems a little Draconian to buy them just to convert from tri-mesh to quad-mesh, but it did work when I tried it. You lose texture mapping information and, I think, smoothing as well, and all color information except the ambient. WorldToolKit will read 3DS files and write out NFF. Genesis, which uses WorldToolKit's drivers (and from what I understand WorldToolKit is trying to decide whether to sue them over it), will then convert to optimized quad-mesh. I have no idea what it will do when confronted with, say, an icosahedron, which is already optimized with triangular faces. If I have time next week I'll do this test. I haven't tried the Syndesis converter yet, so that's a potential missing link as well. Anyway, Dan is right, it's a run-around, and it fails occasionally, and my reader will accept NFF polys with any number of vertices, so I may be missing things which would make TSE and Playstation choke. The Yost Optimizer has to do a lot of the same things a tri-quad converter needs to do. I wonder if they could be convinced to take on this task? Let me know if you find a better solution, and if you decide to go with the WTK-Genesis solution, good luck, and share the results! Steve Milligan Graphic Media Systems
#177806From: Dan O'LearyJun 29, 1995 11:27 AM
>> my reader will accept NFF polys with any number of vertices << _Any_ number of verts?! Are you doing cross-platform development and spitting out multiple model versions for each platform based on one source? What does >4 verts buy you in any case? I worked on several Image Generators while at Martin Marietta that could handle polys with up to 7 verts, but hadn't heard of anything commercially available that would take advantage of such tomfoolery. – Dan / n-Space, Inc.
#177703From: Dan O'LearyJun 28, 1995 8:52 PM
>> NFF tri-mesh, NFF quad-mesh, 3DS << Thanks for the info, but that sounds like more of a run-around than I want to deal with. Perhaps, one day, I'll have some time to write that quad-output thingy for TSE and the Playstation. I am sure that Kelly will want to hear more, though. – Dan / n-Space, Inc.