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Arno,
Not quite sure what you want for an example of the smooth shading(versus flat shaded polys) - I would think that the original MDL would have the normals set for that (not perpendicular to the poly but an average of the two (or more) adjacent polys) but it looks like that is gone when exporting to AC. Not sure.
Dave

Hi,
I'm a bit stuck on the AF2 format, the external code I got from APACS is not easy to integrate in MCX.
Maybe I should try the ASCII version of the format again, but I was advised to use the binary one.

Sorry forgot to check this, but it seems the AC3D format doesn't allow you to save the normal directly. So that's why they are lost. The best I could probably do is set different types of shading depending on if the normals match the polygon direction or not.

What a shame ! you have the sources of their code or I think you were talking about a C++ .dll ?
If I could help you it would be with pleasure but my skills in the understanding of the binary is very limited... I worked a little on the BGL format to make a little utility: Bgl Boundaries but very numerous and detailed data on BGL format are available on the wiki.
On the other side, Patrick Germain and theisomizer seem to have a lot of skills in this area and may be able to help you decode TGI format, but I dont know their availability?
In any case, thank you for working on it Arno![]()


