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FreeWorld Tutorial


By Alan Baylis 21/07/2003



Saving & Exporting the World Data

As I mentioned above, the only way to save the world at the moment is to select all brushes and save them to a brush file. When exporting the world using the main menu you will be given the option to save the static lights, sometimes this may fail to occur, if so you can save these yourself using the save option in the static light properties. Splines are not saved automatically so you need to save them yourself using the spline properties dialog. The world is currently exported as triangles to make the data compatible with my world loader/viewer, but the next version will allow the saving of the n-sided polygons and I plan to add options to save the data in an indexed form or as precompiled sectors (leaves of a BSP tree) so that the loader/viewer does not have to BSP the polygon data before using it. The data that the editor exports is intended to be easy to read into your own programs, the data file begins with an integer value for the number of polygons (triangles in this case) in the data file which is then followed by the data for each polygon:

unsigned integer value                     texture index

float                                              horizontal texture scale
float                                              vertical texture scale
float                                              horizontal texture shift
float                                              vertical texture shift
float                                              texture rotation value
integer                                           number of polygon vertices (three in this case)

which is then followed by the data for each vertex of the polygon:
 
float                                              x coordinate
float                                              y coordinate
float                                              z coordinate
float                                              u texture coordinate
float                                              v texture coordinate


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