Horrificly long dissection of Box.solid
Posted: Wed May 25, 2005 2:23 pm
ok here it is. The bad news is I only figured out part of the file. The good news is that this part is, at the moment, the most important part to us, the coordinates for the vertices. :D Anyway beware the very long post about to be posted. >.> But first, the fruit of my labors. :D
http://s93409766.onlinehome.us/Screenshot001.jpg
Fear the great pyramids in all the glory of their 10 minute thrown together needed to be rotated texturing!!! oh and behold my incomplete rabbit texture hand drawn with a wacom tablet >.> Anyway, that used to be a box and all i did was set the x and z coordinates( x being horizontal and z being depth) of the top 4 vertices to 0 or 0000. Anyway here is my "Dissection" of the Box.solid file.
These were the coordinates I viewed them as when, in mapping mode, the rotation was set to 0.
x is horizontal
z is depth
y is vertical
0008 <- I wasn't sure until I began to write this but I think I may see it. a cube has 8 vertices and 0008 converts to 8 in decimal. so its a possibility. If its true it means we can custom edit the number of vertices.
In the following hex I really don't know exactly what the first 4 digit numbers mean. in the first one, 000C C1C8, 000C converts to 12 and, in a cube, there are 12 lines. But, because all the faces have to be triangular each of the square faces is cut in half diagonally adding 6 extra lines so I'm not sure. After the crash when editing the 0008 I haven't tried to edit the first number of any of the coordinates again so I'm not sure what would happen. Anyway the second number dictates the actual coordinate, I think, or at least thats what happened when I edited them, It is always possible its just a coincidence it worked. I originally had put the coordinate descriptions as something like "top left back" but i realized its kind of hard to tell front and back but top and bottom is easy and left in right shows that the first 4 and the second 4 are on different sides.
top left
x 000C C1C8
z 0000 41B8
y 0003 C1B7
bottom left
x FFFD C1C8
z 0000 C1D0
y 0003 41CF
top left
x FFFC C1C8
z 0000 C1CF
y FFFC C1B8
bottom left
x 0003 C1C8
z 0000 41B7
y FFFC 41D0
top right
x 0003 41C8
z 0000 41B8
y 0003 C1B7
top right
x FFFD 41C8
z 0000 C1CF
y FFFC C1B8
bottom right
x 0003 41C8
z 0000 C1D0
y 0003 41CF
bottom right
x FFFC 41C8
z 0000 41B7
y FFFC 41D0
Anyway the above hex looks like this in decimal:
8
12 -15928
0 16824
3 -15945
-3 -15928
0 -15920
3 16847
-4 -15928
0 -15921
-4 -15944
3 -15928
0 16823
-4 16848
3 16840
0 16824
3 -15945
-3 16840
0 -15921
-4 -15944
3 16840
0 -15920
3 16847
-4 16840
0 16823
-4 16848
When I thought up what it might be the other day i used the coordinates(the big numbers) to draw out the shape in blender to see if i was actually right. to do that i shrunk the numbers down to decimals so 16840 was 16.840. Anyway it worked.
I opened up a .obj document and noticed how there were different sections of the file. One section for the vertices, one section for "vn"(not quite sure), and one section for the lines. From this, and Crill3 showing how the texture was messed up, I believe the section below controls the lines and the texture mapping. This is the section I really haven't had time to test out and not sure really how I would(there is always trial and error >.>). Besides the coordinates is really the important part for editing the file at the moment. Although if we can figure out how to control the lines and mapping then we will be able to add more lines and change the entire shape of a model. :D Also from what I saw in an obj, It places all 3 coordinates of a vertex on 1 line and then uses the line numbers of the file to simplify how the lines are written. At least thats what I think it meant. ^_^;
0003 0002
0001 0001
0000 0000
0000 3F80
0000 3300
0000 3F80
0000 3F80
0000 3F80
0000 0000
0000 0000
0001 0001
0003 0003
0000 3F80
0000 3300
0000 3300
0000 0000
0000 3F80
0000 0000
0000 0004
0000 0000
0003 0003
0000 3F80
0000 3F80
0000 0000
0000 3F80
0000 3380
0000 3380
0000 0000
0005 0005
0002 0002
0000 0000
0000 3F80
0000 0000
0000 0000
0000 3F80
0000 3F80
0000 0002
0006 0006
0001 0001
0000 3F80
0000 3300
0000 3300
0000 0000
0000 3F7F
FFFE 0000
0000 0001
0007 0007
0003 0003
0000 3300
0000 3F80
0000 3300
0000 3F80
0000 0000
0000 0000
0000 0004
0003 0003
0007 0007
0000 3F80
0000 0000
0000 0000
0000 3F80
0000 3380
0000 3F80
0000 0005
0000 0000
0004 0004
0000 3F80
0000 0000
0000 3F80
0000 3F80
0000 0000
0000 0000
0000 0002
0005 0005
0006 0006
0000 3F80
0000 3F80
0000 3300
0000 0000
0000 3F7F
FFFE 3F7F
FFFE 0001
0006 0006
0007 0007
0000 3300
0000 3F80
0000 3F80
0000 3F80
0000 3F80
0000 0000
0000 0007
0006 0006
0004 0004
0000 0000
0000 0000
0000 3F80
0000 0000
0000 3F80
0000 0000
0000 0004
0006 0006
0005 0005
0000 3F80
0000 0000
0000 3F80
0000 0000
0000 3F80
0000 3F80
0000
So anyway thats what I discovered about the Box.solid file. Right now I'm testing how accurate I actually am about the coordinates by taking coordinates out of the body.solid file and placing them in 3d by hand making a videoscape format which is incredibly simple :D. Also its easier and less time consuming to place coordinates in a doc them moving them in a 3d plane individually. >.< Even so, I've got 92 coordinates in the file, and, if I am right about how the first number in the file is the number of vertices, then I have 371 more vertices to go -.- Aw well. But I am starting to already see the basic shape of a foot.
That's all I have right now, since I'm out of town at the moment I don't have internet in the evenings and thus have much time for tinkering with these files without distraction mwahahahahahahahaha! >.> *cough* I hope with what I've discovered we can begin to attempt to figure out how to make a file converter to convert .solid files to .obj or some other simple to edit format :D
and now to sit back, relax, and wait to see if anyone else posts in the next few hours :). Aw who am I kidding, I'm getting back to work on mapping out the coordinates for body.solid :D
http://s93409766.onlinehome.us/Screenshot001.jpg
Fear the great pyramids in all the glory of their 10 minute thrown together needed to be rotated texturing!!! oh and behold my incomplete rabbit texture hand drawn with a wacom tablet >.> Anyway, that used to be a box and all i did was set the x and z coordinates( x being horizontal and z being depth) of the top 4 vertices to 0 or 0000. Anyway here is my "Dissection" of the Box.solid file.
These were the coordinates I viewed them as when, in mapping mode, the rotation was set to 0.
x is horizontal
z is depth
y is vertical
0008 <- I wasn't sure until I began to write this but I think I may see it. a cube has 8 vertices and 0008 converts to 8 in decimal. so its a possibility. If its true it means we can custom edit the number of vertices.
In the following hex I really don't know exactly what the first 4 digit numbers mean. in the first one, 000C C1C8, 000C converts to 12 and, in a cube, there are 12 lines. But, because all the faces have to be triangular each of the square faces is cut in half diagonally adding 6 extra lines so I'm not sure. After the crash when editing the 0008 I haven't tried to edit the first number of any of the coordinates again so I'm not sure what would happen. Anyway the second number dictates the actual coordinate, I think, or at least thats what happened when I edited them, It is always possible its just a coincidence it worked. I originally had put the coordinate descriptions as something like "top left back" but i realized its kind of hard to tell front and back but top and bottom is easy and left in right shows that the first 4 and the second 4 are on different sides.
top left
x 000C C1C8
z 0000 41B8
y 0003 C1B7
bottom left
x FFFD C1C8
z 0000 C1D0
y 0003 41CF
top left
x FFFC C1C8
z 0000 C1CF
y FFFC C1B8
bottom left
x 0003 C1C8
z 0000 41B7
y FFFC 41D0
top right
x 0003 41C8
z 0000 41B8
y 0003 C1B7
top right
x FFFD 41C8
z 0000 C1CF
y FFFC C1B8
bottom right
x 0003 41C8
z 0000 C1D0
y 0003 41CF
bottom right
x FFFC 41C8
z 0000 41B7
y FFFC 41D0
Anyway the above hex looks like this in decimal:
8
12 -15928
0 16824
3 -15945
-3 -15928
0 -15920
3 16847
-4 -15928
0 -15921
-4 -15944
3 -15928
0 16823
-4 16848
3 16840
0 16824
3 -15945
-3 16840
0 -15921
-4 -15944
3 16840
0 -15920
3 16847
-4 16840
0 16823
-4 16848
When I thought up what it might be the other day i used the coordinates(the big numbers) to draw out the shape in blender to see if i was actually right. to do that i shrunk the numbers down to decimals so 16840 was 16.840. Anyway it worked.
I opened up a .obj document and noticed how there were different sections of the file. One section for the vertices, one section for "vn"(not quite sure), and one section for the lines. From this, and Crill3 showing how the texture was messed up, I believe the section below controls the lines and the texture mapping. This is the section I really haven't had time to test out and not sure really how I would(there is always trial and error >.>). Besides the coordinates is really the important part for editing the file at the moment. Although if we can figure out how to control the lines and mapping then we will be able to add more lines and change the entire shape of a model. :D Also from what I saw in an obj, It places all 3 coordinates of a vertex on 1 line and then uses the line numbers of the file to simplify how the lines are written. At least thats what I think it meant. ^_^;
0003 0002
0001 0001
0000 0000
0000 3F80
0000 3300
0000 3F80
0000 3F80
0000 3F80
0000 0000
0000 0000
0001 0001
0003 0003
0000 3F80
0000 3300
0000 3300
0000 0000
0000 3F80
0000 0000
0000 0004
0000 0000
0003 0003
0000 3F80
0000 3F80
0000 0000
0000 3F80
0000 3380
0000 3380
0000 0000
0005 0005
0002 0002
0000 0000
0000 3F80
0000 0000
0000 0000
0000 3F80
0000 3F80
0000 0002
0006 0006
0001 0001
0000 3F80
0000 3300
0000 3300
0000 0000
0000 3F7F
FFFE 0000
0000 0001
0007 0007
0003 0003
0000 3300
0000 3F80
0000 3300
0000 3F80
0000 0000
0000 0000
0000 0004
0003 0003
0007 0007
0000 3F80
0000 0000
0000 0000
0000 3F80
0000 3380
0000 3F80
0000 0005
0000 0000
0004 0004
0000 3F80
0000 0000
0000 3F80
0000 3F80
0000 0000
0000 0000
0000 0002
0005 0005
0006 0006
0000 3F80
0000 3F80
0000 3300
0000 0000
0000 3F7F
FFFE 3F7F
FFFE 0001
0006 0006
0007 0007
0000 3300
0000 3F80
0000 3F80
0000 3F80
0000 3F80
0000 0000
0000 0007
0006 0006
0004 0004
0000 0000
0000 0000
0000 3F80
0000 0000
0000 3F80
0000 0000
0000 0004
0006 0006
0005 0005
0000 3F80
0000 0000
0000 3F80
0000 0000
0000 3F80
0000 3F80
0000
So anyway thats what I discovered about the Box.solid file. Right now I'm testing how accurate I actually am about the coordinates by taking coordinates out of the body.solid file and placing them in 3d by hand making a videoscape format which is incredibly simple :D. Also its easier and less time consuming to place coordinates in a doc them moving them in a 3d plane individually. >.< Even so, I've got 92 coordinates in the file, and, if I am right about how the first number in the file is the number of vertices, then I have 371 more vertices to go -.- Aw well. But I am starting to already see the basic shape of a foot.
That's all I have right now, since I'm out of town at the moment I don't have internet in the evenings and thus have much time for tinkering with these files without distraction mwahahahahahahahaha! >.> *cough* I hope with what I've discovered we can begin to attempt to figure out how to make a file converter to convert .solid files to .obj or some other simple to edit format :D
and now to sit back, relax, and wait to see if anyone else posts in the next few hours :). Aw who am I kidding, I'm getting back to work on mapping out the coordinates for body.solid :D