Game Development Reference
In-Depth Information
NEGA 20
AXIS 21
TMAP 104
CNTR 14
0.0 0.0 0.0
0
SIZE 14
1.0 1.0 1.0 0
ROTA 14
0.0 0.0 0.0 0
FALL 16
0 0.0 0.0 0.0 0
OREF 8
”(none)”
CSYS 2
0
PROJ 2
5
AXIS 2
2
IMAG 2
1
WRAP 4
1 1
WRPW 6
1.0 0
WRPH 6
1.0 0
VMAP 12
“UV Texture”
AAST 6
1 1.0
PIXB 2
1
STCK 6
0.0 0
TAMP 6
1.0 0
Although most of these chunks can safely be ignored, we still have a
complete TMAP sub-chunk. A TMAP sub-chunk defines a texture's
centre, size and rotation, which for a UV chunk is really unnecessary. The
value in PROJ (projection) has changed from 0 (planar) to 5 (UV), and a
VMAP sub-chunk identifies the TXUV VMAP by name.
Lightwave scene files
Lightwave stores everything to do with an object in the object file. We
have looked at how to read this binary file to get the geometry and surface
details. Lightwave uses scene files to store the hierarchy of objects, how
they animate, the lights used to display these objects and the movement
of the camera. A scene file is simply a text file.
We will look first at a Lightwave scene file that displays a single unit
cube, positioned at the origin and not rotated. The cube rotates through
360° between frame 1 and frame 50. The scene uses a single distant light
and the camera points down the z -axis towards the cube. The camera is
raised slightly above the ground and is pointing down towards the cube.
All scene files start with a configuration section.
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