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Old 24th January 2022, 09:35 PM   #12
Tomkat
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Expert member
 
Join Date: Nov 2010
Posts: 79
Default Re: Metasequoia (.mqo) export?

Here's an .mqo file for a fairly simple 3d item.
It tells me EVERYTHING I need to know to create .3di file format...

Quote:
Metasequoia Document
Format Text Ver 1.0

Scene {
pos 0.0000 0.0000 1500.0000
lookat 0.0000 0.0000 0.0000
head -0.5236
pich 0.5236
ortho 0
zoom2 5.0000
amb 0.250 0.250 0.250
}
Material 2 {
"acmat_0" col(1.000000 1.000000 1.000000 1.000000) dif(1.000) amb(0.000) emi(0.250) spc(0.000) power(5.00) tex("CFtop0.bmp")
"acmat_1" col(1.000000 1.000000 1.000000 1.000000) dif(1.000) amb(0.000) emi(0.250) spc(0.000) power(5.00) tex("CFbtm0.bmp")
}
Object "g0" {
depth 0
folding 0
visible 15
locking 0
shading 1
facet 59.5
color 0.898 0.498 0.698
color_type 0
vertex 8 {
-0.000001 5.000000 -5.000000
-0.249999 -5.000000 -5.000000
-0.250001 5.000000 -5.000000
0.000001 -5.000000 -5.000000
0.000001 -5.000000 5.000000
-0.250001 5.000000 5.000000
-0.249999 -5.000000 5.000000
-0.000001 5.000000 5.000000
}
face 12 {
3 V(7 6 5) M(0) UV(0.431204 0.685504 -3.500000 0.587224 0.431204 0.587224)
3 V(7 4 6) M(0) UV(0.431204 0.685504 -3.500000 0.685504 -3.500000 0.587224)
3 V(3 2 1) M(0) UV(4.500000 0.685504 0.568796 0.587224 4.500000 0.587224)
3 V(3 0 2) M(0) UV(4.500000 0.685504 0.568796 0.685504 0.568796 0.587224)
3 V(0 5 2) M(0) UV(4.500000 0.921376 0.568796 0.823096 4.500000 0.823096)
3 V(0 7 5) M(0) UV(4.500000 0.921376 0.568796 0.921376 0.568796 0.823096)
3 V(4 1 6) M(0) UV(0.431204 0.921376 -3.500000 0.823096 0.431204 0.823096)
3 V(4 3 1) M(0) UV(0.431204 0.921376 -3.500000 0.921376 -3.500000 0.823096)
3 V(2 6 1) M(0) UV(2.005460 1.005674 -0.004858 -1.004640 -0.004858 1.005674)
3 V(2 5 6) M(0) UV(2.005460 1.005674 2.005460 -1.004640 -0.004858 -1.004640)
3 V(7 3 4) M(1) UV(2.005460 -1.004640 -0.004858 1.005674 -0.004858 -1.004640)
3 V(7 0 3) M(1) UV(2.005460 -1.004640 2.005460 1.005674 -0.004858 1.005674)
}
}
Eof
The "Material" section gives me a nice index list of each bitmap
M(0) = CFtop0.bmp
M(1) = CFbtm0.bmp
etc

The "Vertex" section also gives me a nice list of each (which I can easily number in Excel), and its X,Y,Z

The "Face" section also gives me a nice, ordered list (which I can number in Excel) and it also tells me...
How may vertices make up the face (3)
WHICH vertices make up each face (7 6 5) etc
The material/bitmap INDEX number M(0), M(1) etc
The UV coordinates for each face

Last edited by Tomkat; 24th January 2022 at 10:06 PM.
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