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MED DDS exportieren #428177
08/19/13 15:51
08/19/13 15:51
Joined: May 2008
Posts: 113
Italien, Südtirol, Naturns
P
Patrick92 Offline OP
Member
Patrick92  Offline OP
Member
P

Joined: May 2008
Posts: 113
Italien, Südtirol, Naturns
Hallo

Ich möchte eine textur von einem modell exportieren aber die textur ist eine *.dds datei bekomm ich die irgent wie heraus?

Re: MED DDS exportieren [Re: Patrick92] #428185
08/19/13 19:36
08/19/13 19:36
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
nein


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: MED DDS exportieren [Re: rvL_eXile] #428189
08/19/13 20:43
08/19/13 20:43
Joined: May 2008
Posts: 113
Italien, Südtirol, Naturns
P
Patrick92 Offline OP
Member
Patrick92  Offline OP
Member
P

Joined: May 2008
Posts: 113
Italien, Südtirol, Naturns
Gibts dann mit einen anderen editor einen weg?

Re: MED DDS exportieren [Re: Patrick92] #428192
08/20/13 04:10
08/20/13 04:10
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Ja, versuche mit assimp cl, sollte funktionieren.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: MED DDS exportieren [Re: rojart] #428282
08/22/13 19:59
08/22/13 19:59
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
it's easy by max 10 rows scripting. you need only ent_getskin and bmap_save.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MED DDS exportieren [Re: sivan] #428286
08/22/13 22:16
08/22/13 22:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
sivans suggestion works without problems:

Code:
#include <acknex.h>
#include <strio.c>

var skinnum = 0;

PANEL * show_pan =
{
	flags = SHOW | FILTER;
}

PANEL * text_pan =
{
	digits(10, 722, "skin #%.0f

key up / down: change skin
enter: save skin
esc: exit", "Calibri#14", 1, skinnum);
	layer = 2;
	flags = SHOW | OUTLINE;
}

void main()
{
	STRING * temp_str = str_create(" ");
	
	video_set(800, 800, 0, 2);
	vec_fill(sky_color, 1);
	
	level_load(NULL);
		wait(1);
	
	temp_str = file_dialog("open file", "*.mdl");
	if(!temp_str) sys_exit(NULL);
	you = ent_create(temp_str, nullvector, NULL);
	
	int i_max;
	i_max = ent_status(you, 8);
	if(!i_max) sys_exit(NULL);
	
	BMAP ** save_bmap = sys_malloc(sizeof(BMAP*) * i_max);
	
	for(skinnum = 1; skinnum <= i_max; skinnum++)
		save_bmap[skinnum - 1] = ent_getskin(you, skinnum);
	
	skinnum = 1;
	while(!key_esc)
	{
		skinnum = clamp(skinnum + key_cud - key_cuu, 1, i_max);
		show_pan.bmap = save_bmap[skinnum - 1];
		while(key_cuu || key_cud) wait(1);
		
		show_pan.scale_x = 800 / bmap_width(save_bmap[skinnum - 1]);
		show_pan.scale_y = 800 / bmap_height(save_bmap[skinnum - 1]);
		
		if(bmap_width(save_bmap[skinnum - 1]) < bmap_height(save_bmap[skinnum - 1]))
			show_pan.scale_x = show_pan.scale_y;
		else
			show_pan.scale_y = show_pan.scale_x;
		
		if(key_enter)
		{
			while(key_enter) wait(1);
			temp_str = file_dialog_save("save file", "*.dds;*.png;*.bmp;*.jpg");
			if(temp_str)
				bmap_save(save_bmap[skinnum - 1], temp_str);
		}
		
		wait(1);
	}
	
	wait(1);
	
	sys_exit(NULL);
}

(maybe theres a memory leak, but at least it works)


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