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SGL User's ManualData exchange
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Passing data

1.Design data


This chapter explains how to pass the 3D model data created by the designer and the 3D model data with textures to the programmer in order to incorporate them into the software.
We will also explain the movement of data required to add texture to 3D model data.

1-1.Data flow

The data of the 3D model modeled with SOFTIMAGE is passed to the programmer in the following flow.

Figure 1-1 Flow of design data

1-2. Converting and checking SOFTIMAGE data

Using the TV monitor data created in the Designer's Tutorial as an example, we will specifically explain the steps for data conversion, processing, and delivery.

●Data check
Exit a UNIX shell. Therefore,

cd STUDY/MODELS (line break)

Please enter: Now the path is displayed

[(Home directory name)/STUDY/MODELS]

It should have become. At this point, enter ls (line break) . There should be “SATURN_TV_SET.1-0.hrc” here.

Note
This is a version display, so it does not necessarily mean "1-0", but if the name part looks like the above, there is no problem.

here,

cp SATURN_TV_SET.1-0.hrc ~/CHECK (line feed)

Please enter:

Note
“~” is above the “TAB” key. “~” represents the home directory. This symbol is often used because it is convenient.

Now issue another UNIX shell, and there

cd CHECK (line feed)

Please enter ls (line break). You can confirm that “SATURN_TV_SET.1-0.hrc” exists in this CHECK directory. Now, after confirming that there is no .hrc file other than this file,

slcon -c -f SATURN_TV_SET.1-0.hrc (line break)

Please enter: The following will be displayed:


Check SATURN_TV_SET.1-0.hrc    ←file name

Name:SATURN_TV_SET      ←Model name
Total of 3 nodes      =>   4
Total of 4 nodes      =>   36	↑O.K.
Total of 5 nodes      =>   0	↓N.G.
Total of 6 nodes      =>   0
Total of more nodes   =>   0

The only models that can be made into Saturn are those that have numbers in the "Total of 3 nodes" and "Total of 4 nodes", and cannot have more than "Total of 5 nodes".

Note
Only models that meet the above conditions can be textured. How to apply textures using “SMAP” is explained in “Chapter 6: How to use SMAP” of “Designer's Tutorial”.

lastly,

mkdir ~/CONV (line feed) cp SATURN_TV_SET.1-0.hrc ~/CONV (line feed)

to copy the file as data to pass to the programmer.

next,

cd ~/CONV (line feed)

Change directory by typing
Please enter ls (line break) here. There should be a file here.
Let's change the file name here.

mv SATURN_TV_SET.1-0.hrc sample.hrc (line break)

If you enter , the file name will be converted to “sample.hrc”.

If you don't paste a texture:
Proceed to the next step using the file “sample.hrc” from above.

To paste a texture:
Assuming that “sample_smap.hrc” has been generated by SAMP, proceed to the next step.

1-3.Convert to a format to be passed to the programmer

Next, use the UNIX command "slcon" to convert "sample.hrc, sample_smap.hrc" into a format that can be passed to the programmer.

File format when no texture is attached...sample.hrc
File format when pasting a texture...sample_smap.hrC

here,

slcon -f sample.hrc (line break)

If you enter

When the original data is sample.hrc (no texture pasted)
sample.mdl
generate the file.

When the original data is sample_smap.hrc (texture pasted)
sample_smap.mdl
sample_smap.txr
generate the file.

Copy these to the directory specified by the programmer.


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SGL User's ManualData exchange
Copyright SEGA ENTERPRISES, LTD., 1997