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DS development > load 3d model

#56652 - chrissieboy - Mon Oct 10, 2005 2:08 pm

Hi i got a question, im modeling models in 3d max.

How can i load this for the ds?

Is there a conversion tool or something?

and how can i load 3d models , with palib?

Because i got only palib examples with vector based squares.

help!

thanx !!!

#56727 - chrissieboy - Mon Oct 10, 2005 8:38 pm

somebody knows this?

i found something : http://216.239.39.104/translate_c?hl=fr&ie=UTF-8&oe=UTF-8&langpair=fr%7Cen&u=http://delfare.pizz.biz/gmax.htm&prev=/language_tools

but if i do the same i only get a black sceen with nothing on it?

somebody knows how to use this tutorial in a good way or something?

#56731 - ninogenio - Mon Oct 10, 2005 10:50 pm

ive just finished doing this what i did was export my 3d model to .asc format then in asc format the models are very usable what i did then was made a blitz program for looking through the asc file and puting all the values into arrays that aree held in a .c file then all you have todo is include the model into your arm9 main code and vwalla.i could upload the code i have for you to have a mess around with if you want?

one point to remember is that you modeler progs export the models with vertices higher than 3 -3 and seing as thats the largest the ds can take because it overflows at any higher than this you should make the models really small on your modeler and scale them up on the hardware.

hop that helps! ;-)

#56736 - chrissieboy - Mon Oct 10, 2005 11:35 pm

could you upload your code for me?

i had take a look around and i converted a sphere into this :

Code:

typedef struct Point3Struct {
   double x, y, z;
} Point3;

/*
 *  The following variables define the 3D mesh.
 *  The number of elements for vertices can be calculated
 *  as sizeof(obj_vertex)/sizeof(Point3). The number of elements
 *  in the face arrays can be calculated as sizeof(obj_face)/sizeof(long).
*/

Point3 Object1_vertex[] = {
       {0.000000,0.063487,0.009517},
       {0.024457,0.070040,0.009517},
       {0.021180,0.070040,-0.002712},
       {0.000000,0.161313,0.009517},
       {0.021180,0.154760,-0.002712},
       {0.024457,0.154760,0.009517},
       {0.000000,0.063487,0.009517},
       {0.012228,0.070040,-0.011663},
       {0.000000,0.161313,0.009517},
       {0.012228,0.154760,-0.011663},
       {0.000000,0.063487,0.009517},
       {0.000000,0.070040,-0.014940},
       {0.000000,0.161313,0.009517},
       {0.000000,0.154760,-0.014940},
       {0.000000,0.063487,0.009517},
       {-0.012228,0.070040,-0.011663},
       {0.000000,0.161313,0.009517},
       {-0.012228,0.154760,-0.011663},
       {0.000000,0.063487,0.009517},
       {-0.021180,0.070040,-0.002712},
       {0.000000,0.161313,0.009517},
       {-0.021180,0.154760,-0.002712},
       {0.000000,0.063487,0.009517},
       {-0.024457,0.070040,0.009517},
       {0.000000,0.161313,0.009517},
       {-0.024457,0.154760,0.009517},
       {0.000000,0.063487,0.009517},
       {-0.021180,0.070040,0.021745},
       {0.000000,0.161313,0.009517},
       {-0.021180,0.154760,0.021745},
       {0.000000,0.063487,0.009517},
       {-0.012228,0.070040,0.030697},
       {0.000000,0.161313,0.009517},
       {-0.012228,0.154760,0.030697},
       {0.000000,0.063487,0.009517},
       {-0.000000,0.070040,0.033973},
       {0.000000,0.161313,0.009517},
       {-0.000000,0.154760,0.033973},
       {0.000000,0.063487,0.009517},
       {0.012228,0.070040,0.030697},
       {0.000000,0.161313,0.009517},
       {0.012228,0.154760,0.030697},
       {0.000000,0.063487,0.009517},
       {0.021180,0.070040,0.021745},
       {0.000000,0.161313,0.009517},
       {0.021180,0.154760,0.021745},
       {0.000000,0.063487,0.009517},
       {0.024457,0.070040,0.009517},
       {0.000000,0.161313,0.009517},
       {0.024457,0.154760,0.009517},
       {0.042360,0.087943,0.009517},
       {0.036685,0.087943,-0.011663},
       {0.021180,0.087943,-0.027168},
       {0.000000,0.087943,-0.032843},
       {-0.021180,0.087943,-0.027168},
       {-0.036685,0.087943,-0.011663},
       {-0.042360,0.087943,0.009517},
       {-0.036685,0.087943,0.030697},
       {-0.021180,0.087943,0.046201},
       {-0.000000,0.087943,0.051876},
       {0.021180,0.087943,0.046201},
       {0.036685,0.087943,0.030697},
       {0.042360,0.087943,0.009517},
       {0.048913,0.112400,0.009517},
       {0.042360,0.112400,-0.014940},
       {0.024457,0.112400,-0.032843},
       {0.000000,0.112400,-0.039396},
       {-0.024457,0.112400,-0.032843},
       {-0.042360,0.112400,-0.014940},
       {-0.048913,0.112400,0.009517},
       {-0.042360,0.112400,0.033973},
       {-0.024457,0.112400,0.051877},
       {-0.000000,0.112400,0.058430},
       {0.024457,0.112400,0.051877},
       {0.042360,0.112400,0.033973},
       {0.048913,0.112400,0.009517},
       {0.042360,0.136856,0.009517},
       {0.036685,0.136856,-0.011663},
       {0.021180,0.136856,-0.027168},
       {0.000000,0.136856,-0.032843},
       {-0.021180,0.136856,-0.027168},
       {-0.036685,0.136856,-0.011663},
       {-0.042360,0.136856,0.009517},
       {-0.036685,0.136856,0.030697},
       {-0.021180,0.136856,0.046201},
       {-0.000000,0.136856,0.051876},
       {0.021180,0.136856,0.046201},
       {0.036685,0.136856,0.030697},
       {0.042360,0.136856,0.009517}};

long Object1_face[] = {
       3,0,2,1,
       3,3,5,4,
       3,6,7,2,
       3,8,4,9,
       3,10,11,7,
       3,12,9,13,
       3,14,15,11,
       3,16,13,17,
       3,18,19,15,
       3,20,17,21,
       3,22,23,19,
       3,24,21,25,
       3,26,27,23,
       3,28,25,29,
       3,30,31,27,
       3,32,29,33,
       3,34,35,31,
       3,36,33,37,
       3,38,39,35,
       3,40,37,41,
       3,42,43,39,
       3,44,41,45,
       3,46,47,43,
       3,48,45,49,
       3,1,51,50,
       3,1,2,51,
       3,2,7,51,
       3,51,7,52,
       3,7,53,52,
       3,7,11,53,
       3,11,15,53,
       3,53,15,54,
       3,15,55,54,
       3,15,19,55,
       3,19,23,55,
       3,55,23,56,
       3,23,57,56,
       3,23,27,57,
       3,27,31,57,
       3,57,31,58,
       3,31,59,58,
       3,31,35,59,
       3,35,39,59,
       3,59,39,60,
       3,39,61,60,
       3,39,43,61,
       3,43,47,61,
       3,61,47,62,
       3,50,51,63,
       3,63,51,64,
       3,51,65,64,
       3,51,52,65,
       3,52,53,65,
       3,65,53,66,
       3,53,67,66,
       3,53,54,67,
       3,54,55,67,
       3,67,55,68,
       3,55,69,68,
       3,55,56,69,
       3,56,57,69,
       3,69,57,70,
       3,57,71,70,
       3,57,58,71,
       3,58,59,71,
       3,71,59,72,
       3,59,73,72,
       3,59,60,73,
       3,60,61,73,
       3,73,61,74,
       3,61,75,74,
       3,61,62,75,
       3,63,77,76,
       3,63,64,77,
       3,64,65,77,
       3,77,65,78,
       3,65,79,78,
       3,65,66,79,
       3,66,67,79,
       3,79,67,80,
       3,67,81,80,
       3,67,68,81,
       3,68,69,81,
       3,81,69,82,
       3,69,83,82,
       3,69,70,83,
       3,70,71,83,
       3,83,71,84,
       3,71,85,84,
       3,71,72,85,
       3,72,73,85,
       3,85,73,86,
       3,73,87,86,
       3,73,74,87,
       3,74,75,87,
       3,87,75,88,
       3,76,77,5,
       3,5,77,4,
       3,77,9,4,
       3,77,78,9,
       3,78,79,9,
       3,9,79,13,
       3,79,17,13,
       3,79,80,17,
       3,80,81,17,
       3,17,81,21,
       3,81,25,21,
       3,81,82,25,
       3,82,83,25,
       3,25,83,29,
       3,83,33,29,
       3,83,84,33,
       3,84,85,33,
       3,33,85,37,
       3,85,41,37,
       3,85,86,41,
       3,86,87,41,
       3,41,87,45,
       3,87,49,45,
       3,87,88,49,
       -1};


but dont know how to use this in a program

?? can u help me please!

thanx!

#56745 - ninogenio - Tue Oct 11, 2005 1:31 am

sorry mate i just realized your using pa_lib try this with it and see if it works but i use libnds if your using it with pa_lib youll probably have to transfer the files to a template with a pa_lib make file.

http://dc1.4shared.com/download/332194/ef5f103e/asc_demo.html

could you let me know how you get on.

cheers.

#56768 - chrissieboy - Tue Oct 11, 2005 9:52 am

i first started with ndslib, but when then palib came.
Now its faster for me to make something in palib.

But like sound and 3d its very limited i think.

So i guess im going back to ndslib.

But cool sample code!!

Got another question how did you make a .asc file because i got a converter wich converts 70 types. But when i do .asc its not the same like an array.

I use 3d max to make models, and i searched in 3dmax but i can not export it to asc.

Thanx for your help anyway!!!



i used milkshape to export to .asc but now its this
[code:1:19eddc9735]

Named object: "Sphere01"
Tri-mesh, Vertices: 588 Faces: 960
Vertex List:
Vertex 0: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 1: X:-0.881670 Y:4.780586 Z:17.060369
Vertex 2: X:-1.543713 Y:4.715381 Z:17.060369
Vertex 3: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 4: X:-2.180314 Y:4.522270 Z:17.060369
Vertex 5: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 6: X:-2.767008 Y:4.208675 Z:17.060369
Vertex 7: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 8: X:-3.281250 Y:3.786647 Z:17.060369
Vertex 9: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 10: X:-3.703278 Y:3.272405 Z:17.060369
Vertex 11: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 12: X:-4.016872 Y:2.685710 Z:17.060369
Vertex 13: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 14: X:-4.209983 Y:2.049110 Z:17.060369
Vertex 15: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 16: X:-4.275188 Y:1.387067 Z:17.060369
Vertex 17: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 18: X:-4.209983 Y:0.725025 Z:17.060369
Vertex 19: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 20: X:-4.016872 Y:0.088424 Z:17.060369
Vertex 21: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 22: X:-3.703278 Y:-0.498271 Z:17.060369
Vertex 23: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 24: X:-3.281250 Y:-1.012513 Z:17.060369
Vertex 25: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 26: X:-2.767008 Y:-1.434540 Z:17.060369
Vertex 27: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 28: X:-2.180313 Y:-1.748135 Z:17.060369
Vertex 29: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 30: X:-1.543712 Y:-1.941246 Z:17.060369
Vertex 31: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 32: X:-0.881670 Y:-2.006451 Z:17.060369
Vertex 33: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 34: X:-0.219627 Y:-1.941245 Z:17.060369
Vertex 35: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 36: X:0.416974 Y:-1.748135 Z:17.060369
Vertex 37: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 38: X:1.003668 Y:-1.434540 Z:17.060369
Vertex 39: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 40: X:1.517910 Y:-1.012512 Z:17.060369
Vertex 41: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 42: X:1.939938 Y:-0.498270 Z:17.060369
Vertex 43: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 44: X:2.253532 Y:0.088425 Z:17.060369
Vertex 45: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 46: X:2.446643 Y:0.725026 Z:17.060369
Vertex 47: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 48: X:2.511848 Y:1.387068 Z:17.060369
Vertex 49: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 50: X:2.446643 Y:2.049111 Z:17.060369
Vertex 51: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 52: X:2.253532 Y:2.685711 Z:17.060369
Vertex 53: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 54: X:1.939937 Y:3.272406 Z:17.060369
Vertex 55: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 56: X:1.517909 Y:3.786648 Z:17.060369
Vertex 57: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 58: X:1.003667 Y:4.208675 Z:17.060369
Vertex 59: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 60: X:0.416973 Y:4.522270 Z:17.060369
Vertex 61: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 62: X:-0.219628 Y:4.715381 Z:17.060369
Vertex 63: X:-0.881670 Y:1.387068 Z:17.394602
Vertex 64: X:-0.881670 Y:4.780586 Z:17.060369
Vertex 65: X:-0.881670 Y:8.043694 Z:16.070517
Vertex 66: X:-2.180314 Y:7.915789 Z:16.070517
Vertex 67: X:-3.429051 Y:7.536988 Z:16.070517
Vertex 68: X:-4.579894 Y:6.921850 Z:16.070517
Vertex 69: X:-5.588616 Y:6.094013 Z:16.070517
Vertex 70: X:-6.416453 Y:5.085290 Z:16.070517
Vertex 71: X:-7.031591 Y:3.934448 Z:16.070517
Vertex 72: X:-7.410391 Y:2.685710 Z:16.070517
Vertex 73: X:-7.538296 Y:1.387067 Z:16.070517
Vertex 74: X:-7.410391 Y:0.088424 Z:16.070517
Vertex 75: X:-7.031590 Y:-1.160314 Z:16.070517
Vertex 76: X:-6.416452 Y:-2.311157 Z:16.070517
Vertex 77: X:-5.588615 Y:-3.319878 Z:16.070517
Vertex 78: X:-4.579893 Y:-4.147716 Z:16.070517
Vertex 79: X:-3.429050 Y:-4.762854 Z:16.070517
Vertex 80: X:-2.180313 Y:-5.141654 Z:16.070517
Vertex 81: X:-0.881669 Y:-5.269559 Z:16.070517
Vertex 82: X:0.416974 Y:-5.141653 Z:16.070517
Vertex 83: X:1.665711 Y:-4.762853 Z:16.070517
Vertex 84: X:2.816554 Y:-4.147715 Z:16.070517
Vertex 85: X:3.825276 Y:-3.319877 Z:16.070517
Vertex 86: X:4.653113 Y:-2.311155 Z:16.070517
Vertex 87: X:5.268251 Y:-1.160312 Z:16.070517
Vertex 88: X:5.647051 Y:0.088425 Z:16.070517
Vertex 89: X:5.774956 Y:1.387069 Z:16.070517
Vertex 90: X:5.647051 Y:2.685712 Z:16.070517
Vertex 91: X:5.268250 Y:3.934449 Z:16.070517
Vertex 92: X:4.653112 Y:5.085292 Z:16.070517
Vertex 93: X:3.825274 Y:6.094014 Z:16.070517
Vertex 94: X:2.816552 Y:6.921851 Z:16.070517
Vertex 95: X:1.665709 Y:7.536989 Z:16.070517
Vertex 96: X:0.416972 Y:7.915789 Z:16.070517
Vertex 97: X:-0.881670 Y:8.043694 Z:16.070517
Vertex 98: X:-0.881670 Y:8.043694 Z:16.070517
Vertex 99: X:-0.881670 Y:4.780586 Z:17.060369
Vertex 100: X:-0.881671 Y:11.050991 Z:14.463082
Vertex 101: X:-2.767009 Y:10.865301 Z:14.463082
Vertex 102: X:-4.579894 Y:10.315369 Z:14.463082
Vertex 103: X:-6.250659 Y:9.422326 Z:14.463082
Vertex 104: X:-7.715096 Y:8.220492 Z:14.463082
Vertex 105: X:-8.916929 Y:6.756055 Z:14.463082
Vertex 106: X:-9.809971 Y:5.085290 Z:14.463082
Vertex 107: X:-10.359904 Y:3.272405 Z:14.463082
Vertex 108: X:-10.545593 Y:1.387067 Z:14.463082
Vertex 109: X:-10.359903 Y:-0.498271 Z:14.463082
Vertex 110: X:-9.809971 Y:-2.311157 Z:14.463082
Vertex 111: X:-8.916928 Y:-3.981921 Z:14.463082
Vertex 112: X:-7.715095 Y:-5.446359 Z:14.463082
Vertex 113: X:-6.250657 Y:-6.648191 Z:14.463082
Vertex 114: X:-4.579892 Y:-7.541234 Z:14.463082
Vertex 115: X:-2.767007 Y:-8.091166 Z:14.463082
Vertex 116: X:-0.881669 Y:-8.276855 Z:14.463082
Vertex 117: X:1.003669 Y:-8.091166 Z:14.463082
Vertex 118: X:2.816555 Y:-7.541233 Z:14.463082
Vertex 119: X:4.487319 Y:-6.648190 Z:14.463082
Vertex 120: X:5.951757 Y:-5.446357 Z:14.463082
Vertex 121: X:7.153589 Y:-3.981919 Z:14.463082
Vertex 122: X:8.046632 Y:-2.311154 Z:14.463082
Vertex 123: X:8.596564 Y:-0.498269 Z:14.463082
Vertex 124: X:8.782253 Y:1.387069 Z:14.463082
Vertex 125: X:8.596563 Y:3.272407 Z:14.463082
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Face 160: A:100 B:135 C:136 AB:1 BC:1 CA:1
Smoothing: 1
Face 161: A:100 B:136 C:101 AB:1 BC:1 CA:1
Smoothing: 1
Face 162: A:101 B:136 C:137 AB:1 BC:1 CA:1
Smoothing: 1
Face 163: A:101 B:137 C:102 AB:1 BC:1 CA:1
Smoothing: 1
Face 164: A:102 B:137 C:138 AB:1 BC:1 CA:1
Smoothing: 1
Face 165: A:102 B:138 C:103 AB:1 BC:1 CA:1
Smoothing: 1
Face 166: A:103 B:138 C:139 AB:1 BC:1 CA:1
Smoothing: 1
Face 167: A:103 B:139 C:104 AB:1 BC:1 CA:1
Smoothing: 1
Face 168: A:104 B:139 C:140 AB:1 BC:1 CA:1
Smoothing: 1
Face 169: A:104 B:140 C:105 AB:1 BC:1 CA:1
Smoothing: 1
Face 170: A:105 B:140 C:141 AB:1 BC:1 CA:1
Smoothing: 1
Face 171: A:105 B:141 C:106 AB:1 BC:1 CA:1
Smoothing: 1
Face 172: A:106 B:141 C:142 AB:1 BC:1 CA:1
Smoothing: 1
Face 173: A:106 B:142 C:107 AB:1 BC:1 CA:1
Smoothing: 1
Face 174: A:107 B:142 C:143 AB:1 BC:1 CA:1
Smoothing: 1
Face 175: A:107 B:143 C:108 AB:1 BC:1 CA:1
Smoothing: 1
Face 176: A:108 B:143 C:144 AB:1 BC:1 CA:1
Smoothing: 1
Face 177: A:108 B:144 C:109 AB:1 BC:1 CA:1
Smoothing: 1
Face 178: A:109 B:144 C:145 AB:1 BC:1 CA:1
Smoothing: 1
Face 179: A:109 B:145 C:110 AB:1 BC:1 CA:1
Smoothing: 1
Face 180: A:110 B:145 C:146 AB:1 BC:1 CA:1
Smoothing: 1
Face 181: A:110 B:146 C:111 AB:1 BC:1 CA:1
Smoothing: 1
Face 182: A:111 B:146 C:147 AB:1 BC:1 CA:1
Smoothing: 1
Face 183: A:111 B:147 C:112 AB:1 BC:1 CA:1
Smoothing: 1
Face 184: A:112 B:147 C:148 AB:1 BC:1 CA:1
Smoothing: 1
Face 185: A:112 B:148 C:113 AB:1 BC:1 CA:1
Smoothing: 1
Face 186: A:113 B:148 C:149 AB:1 BC:1 CA:1
Smoothing: 1
Face 187: A:113 B:149 C:114 AB:1 BC:1 CA:1
Smoothing: 1
Face 188: A:114 B:149 C:150 AB:1 BC:1 CA:1
Smoothing: 1
Face 189: A:114 B:150 C:115 AB:1 BC:1 CA:1
Smoothing: 1
Face 190: A:115 B:150 C:151 AB:1 BC:1 CA:1
Smoothing: 1
Face 191: A:115 B:151 C:116 AB:1 BC:1 CA:1
Smoothing: 1
Face 192: A:116 B:151 C:152 AB:1 BC:1 CA:1
Smoothing: 1
Face 193: A:116 B:152 C:117 AB:1 BC:1 CA:1
Smoothing: 1
Face 194: A:117 B:152 C:153 AB:1 BC:1 CA:1
Smoothing: 1
Face 195: A:117 B:153 C:118 AB:1 BC:1 CA:1
Smoothing: 1
Face 196: A:118 B:153 C:154 AB:1 BC:1 CA:1
Smoothing: 1
Face 197: A:118 B:154 C:119 AB:1 BC:1 CA:1
Smoothing: 1
Face 198: A:119 B:154 C:155 AB:1 BC:1 CA:1
Smoothing: 1
Face 199: A:119 B:155 C:120 AB:1 BC:1 CA:1
Smoothing: 1
Face 200: A:120 B:155 C:156 AB:1 BC:1 CA:1
Smoothing: 1
Face 201: A:120 B:156 C:121 AB:1 BC:1 CA:1
Smoothing: 1
Face 202: A:121 B:156 C:157 AB:1 BC:1 CA:1
Smoothing: 1
Face 203: A:121 B:157 C:122 AB:1 BC:1 CA:1
Smoothing: 1
Face 204: A:122 B:157 C:158 AB:1 BC:1 CA:1
Smoothing: 1
Face 205: A:122 B:158 C:123 AB:1 BC:1 CA:1
Smoothing: 1
Face 206: A:123 B:158 C:159 AB:1 BC:1 CA:1
Smoothing: 1
Face 207: A:123 B:159 C:124 AB:1 BC:1 CA:1
Smoothing: 1
Face 208: A:124 B:159 C:160 AB:1 BC:1 CA:1
Smoothing: 1
Face 209: A:124 B:160 C:125 AB:1 BC:1 CA:1
Smoothing: 1
Face 210: A:125 B:160 C:161 AB:1 BC:1 CA:1
Smoothing: 1
Face 211: A:125 B:161 C:126 AB:1 BC:1 CA:1
Smoothing: 1
Face 212: A:126 B:161 C:162 AB:1 BC:1 CA:1
Smoothing: 1
Face 213: A:126 B:162 C:127 AB:1 BC:1 CA:1
Smoothing: 1
Face 214: A:127 B:162 C:163 AB:1 BC:1 CA:1
Smoothing: 1
Face 215: A:127 B:163 C:128 AB:1 BC:1 CA:1
Smoothing: 1
Face 216: A:128 B:163 C:164 AB:1 BC:1 CA:1
Smoothing: 1
Face 217: A:128 B:164 C:129 AB:1 BC:1 CA:1
Smoothing: 1
Face 218: A:129 B:164 C:165 AB:1 BC:1 CA:1
Smoothing: 1
Face 219: A:129 B:165 C:130 AB:1 BC:1 CA:1
Smoothing: 1
Face 220: A:130 B:165 C:166 AB:1 BC:1 CA:1
Smoothing: 1
Face 221: A:130 B:166 C:131 AB:1 BC:1 CA:1
Smoothing: 1
Face 222: A:131 B:166 C:167 AB:1 BC:1 CA:1
Smoothing: 1
Face 223: A:131 B:168 C:169 AB:1 BC:1 CA:1
Smoothing: 1
Face 224: A:135 B:170 C:171 AB:1 BC:1 CA:1
Smoothing: 1
Face 225: A:135 B:171 C:136 AB:1 BC:1 CA:1
Smoothing: 1
Face 226: A:136 B:171 C:172 AB:1 BC:1 CA:1
Smoothing: 1
Face 227: A:136 B:172 C:137 AB:1 BC:1 CA:1
Smoothing: 1
Face 228: A:137 B:172 C:173 AB:1 BC:1 CA:1
Smoothing: 1
Face 229: A:137 B:173 C:138 AB:1 BC:1 CA:1
Smoothing: 1
Face 230: A:138 B:173 C:174 AB:1 BC:1 CA:1
Smoothing: 1
Face 231: A:138 B:174 C:139 AB:1 BC:1 CA:1
Smoothing: 1
Face 232: A:139 B:174 C:175 AB:1 BC:1 CA:1
Smoothing: 1
Face 233: A:139 B:175 C:140 AB:1 BC:1 CA:1
Smoothing: 1
Face 234: A:140 B:175 C:176 AB:1 BC:1 CA:1
Smoothing: 1
Face 235: A:140 B:176 C:141 AB:1 BC:1 CA:1
Smoothing: 1
Face 236: A:141 B:176 C:177 AB:1 BC:1 CA:1
Smoothing: 1
Face 237: A:141 B:177 C:142 AB:1 BC:1 CA:1
Smoothing: 1
Face 238: A:142 B:177 C:178 AB:1 BC:1 CA:1
Smoothing: 1
Face 239: A:142 B:178 C:143 AB:1 BC:1 CA:1
Smoothing: 1
Face 240: A:143 B:178 C:179 AB:1 BC:1 CA:1
Smoothing: 1
Face 241: A:143 B:179 C:144 AB:1 BC:1 CA:1
Smoothing: 1
Face 242: A:144 B:179 C:180 AB:1 BC:1 CA:1
Smoothing: 1
Face 243: A:144 B:180 C:145 AB:1 BC:1 CA:1
Smoothing: 1
Face 244: A:145 B:180 C:181 AB:1 BC:1 CA:1
Smoothing: 1
Face 245: A:145 B:181 C:146 AB:1 BC:1 CA:1
Smoothing: 1
Face 246: A:146 B:181 C:182 AB:1 BC:1 CA:1
Smoothing: 1
Face 247: A:146 B:182 C:147 AB:1 BC:1 CA:1
Smoothing: 1
Face 248: A:147 B:182 C:183 AB:1 BC:1 CA:1
Smoothing: 1
Face 249: A:147 B:183 C:148 AB:1 BC:1 CA:1
Smoothing: 1
Face 250: A:148 B:183 C:184 AB:1 BC:1 CA:1
Smoothing: 1
Face 251: A:148 B:184 C:149 AB:1 BC:1 CA:1
Smoothing: 1
Face 252: A:149 B:184 C:185 AB:1 BC:1 CA:1
Smoothing: 1
Face 253: A:149 B:185 C:150 AB:1 BC:1 CA:1
Smoothing: 1
Face 254: A:150 B:185 C:186 AB:1 BC:1 CA:1
Smoothing: 1
Face 255: A:150 B:186 C:151 AB:1 BC:1 CA:1
Smoothing: 1
Face 256: A:151 B:186 C:187 AB:1 BC:1 CA:1
Smoothing: 1
Face 257: A:151 B:187 C:152 AB:1 BC:1 CA:1
Smoothing: 1
Face 258: A:152 B:187 C:188 AB:1 BC:1 CA:1
Smoothing
[/c

#56775 - ninogenio - Tue Oct 11, 2005 1:24 pm

right thats the exact files my .asc to c expoter loads what it does is go through the .asc file grabing all the inportant data like the vertice and face data then spits them out into a .c file that the ds can read.

so basically its grabbing a: b: c: for the faces ignoring the smothing groups and the x: y: z: for the vertices and it spits them out to arrays.

do you have blitz basic because if you do i can put converter up and you can convert some modells your self?

also the best .asc modeller for free ive tried is wings 3d? im sure there must be a plug in for max that allows .asc exports.

#56787 - chrissieboy - Tue Oct 11, 2005 4:07 pm

Hi, i exported my model with 3d object converter 3.40 to model.c

I copied al the import data in the same style as your alexis.c

And it was working!!! Its only a lot of copy/paste to make it the same as your file hihi.

BUT it's WORKING!!!

i didn't know what blitz basic was, but i found blitzbasic.com. That's a program language huh?

And i realy want your converter !!

thanx for your help anyway!!

Do you have some documents of your code from your sphere demo?

Or is it just opengl Language?? :

Because a time ago i did the Nehe Tutorials, and i see a lot of things i already know?

Like this :
Code:

     glReset();
     gluPerspective(35, 256.0 / 192.0, 0.1, 40);
      
     glLight(0, RGB15(11,11,0),0,floatov10(-1.0),0);
     glLight(1, RGB15(11,11,31),floatov10(-1.0),0,0);


     glMatrixMode(GL_MODELVIEW);

     glTranslate3f32(0, 0, floatof32(cam_z));
            
     glRotateX(rotateX);
     glRotateY(rotateY);
    glRotateZ(rotateZ);
   
     glMaterialf(GL_AMBIENT, RGB15(8,8,8));
     glMaterialf(GL_DIFFUSE, RGB15(24,24,24));
     glMaterialf(GL_SPECULAR, RGB15(0,0,0));
     glMaterialf(GL_EMISSION, RGB15(0,0,0));

#56798 - ninogenio - Tue Oct 11, 2005 5:34 pm

yup my code is in good old opengl i learned a good deal of opengl from basic4gl language.

blitz basic is a basic languge for the pc its great here is the converter code.

Code:

Graphics 640,480,32,2

Global name$=Input("NAME OF ASC FILE PLEASE WITHOUT EXT: ")
Global ext$=Input("AND EXTENSION PLEASE: ")
Global no_vertices,no_faces

filein=ReadFile(name$+"."+ext$)
lin$=ReadLine(filein)
lin$=ReadLine(filein)

no_vertices=Mid(lin$,Instr(lin$,"Vertices:")+9,Instr(lin$,"F")-Instr(lin$,"Vertices:"))

no_faces=Mid(lin$,Instr(lin$,"Faces:")+6,Len(lin$))

fileout=WriteFile(name$+".c")
WriteLine(fileout,"u16 no_"+name$+"_vertices="+no_vertices+" , no_"+name$+"_faces="+no_faces+";")
WriteLine(fileout," ")
lin$=ReadLine(filein)
WriteLine(fileout,"v16 "+name$+"_vertices"+"[] = {")
For x=1 To no_vertices
        lin$=ReadLine(filein)
        vx$=Trim$(Mid(lin$,Instr(lin$,"X:")+2,Instr(lin$,"Y:")-Instr(lin$,"X:")-2))
         vy$=Trim$(Mid(lin$,Instr(lin$,"Y:")+2,Instr(lin$,"Z:")-Instr(lin$,"Y:")-2))
       
vz$=Trim$(Mid(lin$,Instr(lin$,"Z:")+2,Len(lin$)))
     
        WriteLine(fileout,"      floatov16("+ vx +") , floatov16("+ vy +") , floatov16("+ vz +"),")
Next 
WriteLine(fileout,"};")

For x=1 To 5
        WriteLine(fileout," ")
Next

lin$=ReadLine(filein)
WriteLine(fileout,"u8 "+name$+"_faces"+"[] = {")
For x=1 To no_faces
        lin$=ReadLine(filein)
        fx$=Trim$(Mid(lin$,Instr(lin$,"A:")+2,Instr(lin$,"B:")-Instr(lin$,"A:")-2))
        fy$=Trim$(Mid(lin$,Instr(lin$,"B:")+2,Instr(lin$,"C:")-Instr(lin$,"B:")-2))
        fz$=Trim$(Mid(lin$,Instr(lin$,"C:")+2,Instr(lin$,"AB:")-Instr(lin$,"C:")-2))
        WriteLine(fileout,"           "+fx$+","+fy$+","+fz$+",")
        lin$=ReadLine(filein)
Next
WriteLine(fileout,"};")
CloseFile(filein)
CloseFile(fileout)


after you download blitz3d or blitz2d and set it up put this code in a folder named what ever you want put the code in a txt file named what ever you want change the .txt extension to a .bb one and put your .asc file in the same folder double click the .bb file and click on the rocket simble then type the name of you model file when asked and it does the rest for you good luck! :)

remember this was desined for milshape3d using 3d max .asc export and also keep those vertice sizes smaller than 3.

#56938 - chrissieboy - Wed Oct 12, 2005 11:33 am

thanx!! i can load my own models now!!

another question, i duplicated the code to load 2 objects.

A level mesh and a character mesh, but i only see the first model only??

how can i change the code so that i can load more objects?

thanx!!

#56945 - ninogenio - Wed Oct 12, 2005 12:38 pm

great stuff mate is there any way you could post your code with the two models and i can show you how to display them. its just this way would be easyer than trying to explain.

#56948 - chrissieboy - Wed Oct 12, 2005 1:41 pm

Code:

//////////////////////////////////////////////////////////////////////
// two screen demo
// ninos picture viewer
// check out google this up(ezboard ps2 yabasic) were a freindly bunch
// and well help you guys out with most coding problems in double
// quick time
//////////////////////////////////////////////////////////////////////

#include <nds.h>
#include <NDS/ARM9/console.h>
#include "nds/arm9/trig_lut.h"
#include "alexis.c"
#include "test.c"
#include "image.h"

void gl_section_of_code(float cam_z);
void draw_obj();

float CAM_z=  0.0;
float draai=  0.0;
float move=  0.0;

u32 rotateX,rotateY,rotateZ;

int main(void)
{
        powerON(POWER_ALL);

        //irqs are nice
   irqInit();
   irqSet(IRQ_VBLANK,0);
   

   videoSetMode(MODE_0_3D);

        videoSetModeSub(MODE_5_2D | DISPLAY_BG2_ACTIVE);
        vramSetBankC(VRAM_C_SUB_BG_0x6200000);
        SUB_BG2_CR = BG_BMP16_256x256;
        SUB_BG2_XDX = 1 << 8;
        SUB_BG2_XDY = 0;
        SUB_BG2_YDX = 0;
        SUB_BG2_YDY = 1 << 8;


   glViewPort(0,0,255,191); //afmetingen van scherm
   
   glClearColor(0,0,255);
   glClearDepth(0x7FFF);
   
   
   rotateX = 320;
   rotateZ = 360;
   
   
        lcdSwap();
        for (int ix=1;ix<256*192;ix++)
            BG_GFX_SUB[ix]=image[ix] | BIT(15);
        while(1)
        {
                  if(IPC->touchX != 0)
                  {
                     lcdSwap();
                  }
 
                  scanKeys();
                  u16 keys = keysHeld();

                  if((keys & KEY_UP)) CAM_z=CAM_z-0.1;
                  if((keys & KEY_DOWN)) CAM_z=CAM_z+0.1;
              if((keys & KEY_LEFT)) rotateZ += 2;
              if((keys & KEY_RIGHT)) rotateZ -= 2;
              if((keys & KEY_SELECT)) move -= 0.1;
              if((keys & KEY_START)) move += 0.1;
              if((keys & KEY_L)) draai -= 0.1;
              if((keys & KEY_R)) draai += 0.1;
               //if((keys & KEY_A)) ;
              //if((keys & KEY_B)) ;
              gl_section_of_code(CAM_z);                 
               
                  swiWaitForVBlank();

        }
   return 0;
}

void gl_section_of_code(float cam_z)
{
     glReset();
     gluPerspective(15, 256.0 / 192.0, 0.1, 240);
      gluLookAt(   move, draai, 25.0,      //camera possition
               0.0, 0.0, 0.0,      //look at
               0.0, 1.0, 0.0);      //up      
     glLight(0, RGB15(11,11,0),0,floatov10(-1.0),0);
     glLight(1, RGB15(11,11,31),floatov10(-1.0),0,0);


     glMatrixMode(GL_MODELVIEW);


     glTranslate3f32(0, 0, floatof32(cam_z));
            
     glRotateX(rotateX);
     glRotateY(rotateY);
    glRotateZ(rotateZ);
   
     glMaterialf(GL_AMBIENT, RGB15(8,8,8));
     glMaterialf(GL_DIFFUSE, RGB15(24,24,24));
     glMaterialf(GL_SPECULAR, RGB15(0,0,0));
     glMaterialf(GL_EMISSION, RGB15(0,0,0));

     glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 );

      
     
     
   
      
         glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_alexis_faces; iy++)
     { 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(alexis_vertices[alexis_faces[iy * 3] *3],alexis_vertices[alexis_faces[iy * 3]*3 + 1],alexis_vertices[alexis_faces[iy * 3] *3 + 2]);

                 glColor3b(255,255,0);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 1] *3],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 2]);

                 glColor3b(255,255,255);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 2] *3],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 2]);
     
     }
   
//second object   
         glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_test_faces; iy++)
     { 

 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(test_vertices[test_faces[iy * 3] *3],test_vertices[test_faces[iy * 3]*3 + 1],test_vertices[test_faces[iy * 3] *3 + 2]);

                 glColor3b(255,255,0);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 1] *3],test_vertices[test_faces[iy * 3 + 1] *3 + 1],test_vertices[test_faces[iy * 3 + 1] *3 + 2]);

                 glColor3b(255,255,255);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 2] *3],test_vertices[test_faces[iy * 3 + 2] *3 + 1],test_vertices[test_faces[iy * 3 + 2] *3 + 2]);
     

     }   
   
glEnd();
swiWaitForVBlank();
     glFlush();
}
/*
void draw_obj()
{

}*/



thanx !!

I made this code i duplicated the object, only give it another name.

but i doesn't see the second object :(

#56950 - delfare - Wed Oct 12, 2005 2:17 pm

use glEnd() to finish your first objet :
Code:
glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_alexis_faces; iy++)
     { 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(alexis_vertices[alexis_faces[iy * 3] *3],alexis_vertices[alexis_faces[iy * 3]*3 + 1],alexis_vertices[alexis_faces[iy * 3] *3 + 2]);

                 glColor3b(255,255,0);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 1] *3],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 2]);

                 glColor3b(255,255,255);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 2] *3],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 2]);
     
     }

glEnd();
Code:

//second object   
         glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_test_faces; iy++)
     { 

 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(test_vertices[test_faces[iy * 3] *3],test_vertices[test_faces[iy * 3]*3 + 1],test_vertices[test_faces[iy * 3] *3 + 2]);

                 glColor3b(255,255,0);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 1] *3],test_vertices[test_faces[iy * 3 + 1] *3 + 1],test_vertices[test_faces[iy * 3 + 1] *3 + 2]);

                 glColor3b(255,255,255);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 2] *3],test_vertices[test_faces[iy * 3 + 2] *3 + 1],test_vertices[test_faces[iy * 3 + 2] *3 + 2]);
     

     }   
   
glEnd();

_________________
If I speak badly, it's because I speak french and I am 15

PA 3d tutorial : http://delfare.pizz.biz

#56969 - chrissieboy - Wed Oct 12, 2005 7:23 pm

thanx i also found in the nehe tutorials that after an object i must use a : glTranslate3f32, to place a new object in a new position.

I now got my vehicle model loaded, but i want to load the arena model but the ds displays it not very good. I only see a few scrambled lines. And thats it??

And im trying tot texture my object but thats also not working :(
but i think i must read the nehe tutorials for more knowledge.

A year ago i started with darkbasic , now i want to make this game for the nds : http://developer.thegamecreators.com/?f=t02/bm_tutorial_index

I got the vehicle now loaded but must load the arena too! But im going to figure it out now i hope ! :)

and delfare i already know your site, i did all your tutorials!!
But i doesn't know how to load own models in palib!!

----------------------

I tried to load my donut model (level) as a test.

But it becomes very scrambled/nothing ??
Take a look :
[img]
http://members.chello.nl/c.la.mark/screen.jpg
[/img]
this is this model in max :
[Images not permitted - Click here to view it]

I realy don't understand why it makes something like a cube??

This is my code anyway maybe you guys know why?

Code:

//////////////////////////////////////////////////////////////////////
// two screen demo
// ninos picture viewer
// check out google this up(ezboard ps2 yabasic) were a freindly bunch
// and well help you guys out with most coding problems in double
// quick time
//////////////////////////////////////////////////////////////////////

#include <nds.h>
#include <NDS/ARM9/console.h>
#include "nds/arm9/trig_lut.h"
#include "alexis.c"
#include "image.h"
#include "test.c"
void gl_section_of_code(float cam_z);

void draw_obj();

float CAM_z=  0.0;

float draai=  25.0;
float move=  0.0;

u32 rotateX,rotateY,rotateZ;

int main(void)
{
        powerON(POWER_ALL);

        //irqs are nice
   irqInit();
   irqSet(IRQ_VBLANK,0);
   

   videoSetMode(MODE_0_3D);

        videoSetModeSub(MODE_5_2D | DISPLAY_BG2_ACTIVE);
        vramSetBankC(VRAM_C_SUB_BG_0x6200000);
        SUB_BG2_CR = BG_BMP16_256x256;
        SUB_BG2_XDX = 1 << 8;
        SUB_BG2_XDY = 0;
        SUB_BG2_YDX = 0;
        SUB_BG2_YDY = 1 << 8;


   glViewPort(0,0,255,191); //afmetingen van scherm
   
   glClearColor(0,0,255);
   glClearDepth(0x7FFF);
   
   



   
   rotateX = 270;
   rotateZ = 360;
   
   
        lcdSwap();
        for (int ix=1;ix<256*192;ix++)
            BG_GFX_SUB[ix]=image[ix] | BIT(15);
        while(1)
        {
                  if(IPC->touchX != 0)
                  {
                     lcdSwap();
                  }
 
                  scanKeys();
                  u16 keys = keysHeld();

                  if((keys & KEY_UP)) CAM_z=CAM_z-0.1;
                  if((keys & KEY_DOWN)) CAM_z=CAM_z+0.1;
              if((keys & KEY_LEFT)) rotateZ += 2;
              if((keys & KEY_RIGHT)) rotateZ -= 2;
              if((keys & KEY_SELECT)) move -= 0.1;
              if((keys & KEY_START)) move += 0.1;
              if((keys & KEY_L)) draai -= 0.1;
              if((keys & KEY_R)) draai += 0.1;
               //if((keys & KEY_A)) ;
              //if((keys & KEY_B)) ;
              gl_section_of_code(CAM_z);                 
               
                  swiWaitForVBlank();

        }
   return 0;
}

void gl_section_of_code(float cam_z)
{
     glReset();
     gluPerspective(45, 256.0 / 192.0, 0.1, 240);
      gluLookAt(   move, 1.5, draai,      //camera possition
               0.0, 0.0, 0.0,      //look at
               0.0, 1.0, 0.0);      //up      
     glLight(0, RGB15(11,11,0),0,floatov10(-1.0),0);
     glLight(1, RGB15(11,11,31),floatov10(-1.0),0,0);




     glMatrixMode(GL_MODELVIEW);
glTranslate3f32(0, 0, floatof32(17.0));   
         
        glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_test_faces; iy++)
     { 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(test_vertices[test_faces[iy * 3] *3]*5,test_vertices[test_faces[iy * 3]*3 + 1]*5,test_vertices[test_faces[iy * 3] *3 + 2]*5);

                 glColor3b(255,255,0);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 1] *3]*5,test_vertices[test_faces[iy * 3 + 1] *3 + 1]*5,test_vertices[test_faces[iy * 3 + 1] *3 + 2]*5);

                 glColor3b(255,255,255);
                 glVertex3v16(test_vertices[test_faces[iy * 3 + 2] *3]*5,test_vertices[test_faces[iy * 3 + 2] *3 + 1]*5,test_vertices[test_faces[iy * 3 + 2] *3 + 2]*5);
     
     }

     glTranslate3f32(0, 0, floatof32(cam_z));
            
     glRotateX(rotateX);
     glRotateY(rotateY);
    glRotateZ(rotateZ);
   
     glMaterialf(GL_AMBIENT, RGB15(8,8,8));
     glMaterialf(GL_DIFFUSE, RGB15(24,24,24));
     glMaterialf(GL_SPECULAR, RGB15(0,0,0));
     glMaterialf(GL_EMISSION, RGB15(0,0,0));

     glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 );

      
     
     

      
         glBegin(GL_TRIANGLE);
     for(int iy = 0; iy < no_alexis_faces; iy++)
     { 

                 //i ripped this little bit of code from the example
                 //its a little algorithm for going through a 1d array three point 3d object

                 glColor3b(255,0,0);
             glVertex3v16(alexis_vertices[alexis_faces[iy * 3] *3],alexis_vertices[alexis_faces[iy * 3]*3 + 1],alexis_vertices[alexis_faces[iy * 3] *3 + 2]);

                 glColor3b(255,255,0);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 1] *3],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 1] *3 + 2]);

                 glColor3b(255,255,255);
                 glVertex3v16(alexis_vertices[alexis_faces[iy * 3 + 2] *3],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 1],alexis_vertices[alexis_faces[iy * 3 + 2] *3 + 2]);
     
     }



glEnd();
swiWaitForVBlank();
     glFlush();
}
/*
void draw_obj()
{

}*/



and this is my converted vertices called test.c :

Code:

//this is the format my blitz .asc to c converter spits its images out
//if you do the same with your objects you should be spot on 

u16 no_test_vertices=216 , no_test_faces=432;

//the v16 define is a fixed point one for the hardware to read
//and the floatov16 just converts a floating point number to fixed point v16
 
v16 test_vertices[] = {
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(0.000000000000),
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(4.000000000000),
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(8.000000000000),
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(12.000000000000),
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(16.000000000000),
floatov16(-0.000002185570), floatov16(50.000000000000), floatov16(20.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(20.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(16.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(12.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(8.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(4.000000000000),
floatov16(-0.000000874228), floatov16(20.000000000000), floatov16(0.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(0.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(4.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(8.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(12.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(16.000000000000),
floatov16(17.101000000000), floatov16(46.984600000000), floatov16(20.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(20.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(16.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(12.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(8.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(4.000000000000),
floatov16(6.840400000000), floatov16(18.793900000000), floatov16(0.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(0.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(4.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(8.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(12.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(16.000000000000),
floatov16(32.139400000000), floatov16(38.302200000000), floatov16(20.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(20.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(16.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(12.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(8.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(4.000000000000),
floatov16(12.855800000000), floatov16(15.320900000000), floatov16(0.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(0.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(4.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(8.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(12.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(16.000000000000),
floatov16(43.301300000000), floatov16(25.000000000000), floatov16(20.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(20.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(16.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(12.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(8.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(4.000000000000),
floatov16(17.320500000000), floatov16(10.000000000000), floatov16(0.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(0.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(4.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(8.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(12.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(16.000000000000),
floatov16(49.240400000000), floatov16(8.682410000000), floatov16(20.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(20.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(16.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(12.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(8.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(4.000000000000),
floatov16(19.696200000000), floatov16(3.472960000000), floatov16(0.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(0.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(4.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(8.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(12.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(16.000000000000),
floatov16(49.240400000000), floatov16(-8.682410000000), floatov16(20.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(20.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(16.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(12.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(8.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(4.000000000000),
floatov16(19.696200000000), floatov16(-3.472960000000), floatov16(0.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(0.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(4.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(8.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(12.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(16.000000000000),
floatov16(43.301300000000), floatov16(-25.000000000000), floatov16(20.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(20.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(16.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(12.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(8.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(4.000000000000),
floatov16(17.320500000000), floatov16(-10.000000000000), floatov16(0.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(0.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(4.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(8.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(12.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(16.000000000000),
floatov16(32.139400000000), floatov16(-38.302200000000), floatov16(20.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(20.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(16.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(12.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(8.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(4.000000000000),
floatov16(12.855800000000), floatov16(-15.320900000000), floatov16(0.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(0.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(4.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(8.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(12.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(16.000000000000),
floatov16(17.101000000000), floatov16(-46.984600000000), floatov16(20.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(20.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(16.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(12.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(8.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(4.000000000000),
floatov16(6.840400000000), floatov16(-18.793900000000), floatov16(0.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(0.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(4.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(8.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(12.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(16.000000000000),
floatov16(-0.000006655920), floatov16(-50.000000000000), floatov16(20.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(20.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(16.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(12.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(8.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(4.000000000000),
floatov16(-0.000002662370), floatov16(-20.000000000000), floatov16(0.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(0.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(4.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(8.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(12.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(16.000000000000),
floatov16(-17.101000000000), floatov16(-46.984600000000), floatov16(20.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(20.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(16.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(12.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(8.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(4.000000000000),
floatov16(-6.840410000000), floatov16(-18.793900000000), floatov16(0.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(0.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(4.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(8.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(12.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(16.000000000000),
floatov16(-32.139400000000), floatov16(-38.302200000000), floatov16(20.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(20.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(16.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(12.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(8.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(4.000000000000),
floatov16(-12.855800000000), floatov16(-15.320900000000), floatov16(0.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(0.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(4.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(8.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(12.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(16.000000000000),
floatov16(-43.301300000000), floatov16(-25.000000000000), floatov16(20.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(20.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(16.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(12.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(8.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(4.000000000000),
floatov16(-17.320500000000), floatov16(-10.000000000000), floatov16(0.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(0.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(4.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(8.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(12.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(16.000000000000),
floatov16(-49.240400000000), floatov16(-8.682400000000), floatov16(20.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(20.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(16.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(12.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(8.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(4.000000000000),
floatov16(-19.696200000000), floatov16(-3.472960000000), floatov16(0.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(0.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(4.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(8.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(12.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(16.000000000000),
floatov16(-49.240400000000), floatov16(8.682420000000), floatov16(20.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(20.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(16.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(12.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(8.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(4.000000000000),
floatov16(-19.696200000000), floatov16(3.472970000000), floatov16(0.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(0.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(4.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(8.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(12.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(16.000000000000),
floatov16(-43.301300000000), floatov16(25.000000000000), floatov16(20.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(20.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(16.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(12.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(8.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(4.000000000000),
floatov16(-17.320500000000), floatov16(10.000000000000), floatov16(0.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(0.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(4.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(8.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(12.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(16.000000000000),
floatov16(-32.139400000000), floatov16(38.302200000000), floatov16(20.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(20.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(16.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(12.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(8.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(4.000000000000),
floatov16(-12.855700000000), floatov16(15.320900000000), floatov16(0.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(0.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(4.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(8.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(12.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(16.000000000000),
floatov16(-17.101000000000), floatov16(46.984600000000), floatov16(20.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(20.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(16.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(12.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(8.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(4.000000000000),
floatov16(-6.840400000000), floatov16(18.793900000000), floatov16(0.000000000000),
};
 
 
 
 
 
u8 test_faces[] = {
0,13,12,
0,1,13,
1,14,13,
1,2,14,
2,15,14,
2,3,15,
3,16,15,
3,4,16,
4,17,16,
4,5,17,
5,18,17,
5,6,18,
6,19,18,
6,7,19,
7,20,19,
7,8,20,
8,21,20,
8,9,21,
9,22,21,
9,10,22,
10,23,22,
10,11,23,
11,12,23,
11,0,12,
12,25,24,
12,13,25,
13,26,25,
13,14,26,
14,27,26,
14,15,27,
15,28,27,
15,16,28,
16,29,28,
16,17,29,
17,30,29,
17,18,30,
18,31,30,
18,19,31,
19,32,31,
19,20,32,
20,33,32,
20,21,33,
21,34,33,
21,22,34,
22,35,34,
22,23,35,
23,24,35,
23,12,24,
24,37,36,
24,25,37,
25,38,37,
25,26,38,
26,39,38,
26,27,39,
27,40,39,
27,28,40,
28,41,40,
28,29,41,
29,42,41,
29,30,42,
30,43,42,
30,31,43,
31,44,43,
31,32,44,
32,45,44,
32,33,45,
33,46,45,
33,34,46,
34,47,46,
34,35,47,
35,36,47,
35,24,36,
36,49,48,
36,37,49,
37,50,49,
37,38,50,
38,51,50,
38,39,51,
39,52,51,
39,40,52,
40,53,52,
40,41,53,
41,54,53,
41,42,54,
42,55,54,
42,43,55,
43,56,55,
43,44,56,
44,57,56,
44,45,57,
45,58,57,
45,46,58,
46,59,58,
46,47,59,
47,48,59,
47,36,48,
48,61,60,
48,49,61,
49,62,61,
49,50,62,
50,63,62,
50,51,63,
51,64,63,
51,52,64,
52,65,64,
52,53,65,
53,66,65,
53,54,66,
54,67,66,
54,55,67,
55,68,67,
55,56,68,
56,69,68,
56,57,69,
57,70,69,
57,58,70,
58,71,70,
58,59,71,
59,60,71,
59,48,60,
60,73,72,
60,61,73,
61,74,73,
61,62,74,
62,75,74,
62,63,75,
63,76,75,
63,64,76,
64,77,76,
64,65,77,
65,78,77,
65,66,78,
66,79,78,
66,67,79,
67,80,79,
67,68,80,
68,81,80,
68,69,81,
69,82,81,
69,70,82,
70,83,82,
70,71,83,
71,72,83,
71,60,72,
72,85,84,
72,73,85,
73,86,85,
73,74,86,
74,87,86,
74,75,87,
75,88,87,
75,76,88,
76,89,88,
76,77,89,
77,90,89,
77,78,90,
78,91,90,
78,79,91,
79,92,91,
79,80,92,
80,93,92,
80,81,93,
81,94,93,
81,82,94,
82,95,94,
82,83,95,
83,84,95,
83,72,84,
84,97,96,
84,85,97,
85,98,97,
85,86,98,
86,99,98,
86,87,99,
87,100,99,
87,88,100,
88,101,100,
88,89,101,
89,102,101,
89,90,102,
90,103,102,
90,91,103,
91,104,103,
91,92,104,
92,105,104,
92,93,105,
93,106,105,
93,94,106,
94,107,106,
94,95,107,
95,96,107,
95,84,96,
96,109,108,
96,97,109,
97,110,109,
97,98,110,
98,111,110,
98,99,111,
99,112,111,
99,100,112,
100,113,112,
100,101,113,
101,114,113,
101,102,114,
102,115,114,
102,103,115,
103,116,115,
103,104,116,
104,117,116,
104,105,117,
105,118,117,
105,106,118,
106,119,118,
106,107,119,
107,108,119,
107,96,108,
108,121,120,
108,109,121,
109,122,121,
109,110,122,
110,123,122,
110,111,123,
111,124,123,
111,112,124,
112,125,124,
112,113,125,
113,126,125,
113,114,126,
114,127,126,
114,115,127,
115,128,127,
115,116,128,
116,129,128,
116,117,129,
117,130,129,
117,118,130,
118,131,130,
118,119,131,
119,120,131,
119,108,120,
120,133,132,
120,121,133,
121,134,133,
121,122,134,
122,135,134,
122,123,135,
123,136,135,
123,124,136,
124,137,136,
124,125,137,
125,138,137,
125,126,138,
126,139,138,
126,127,139,
127,140,139,
127,128,140,
128,141,140,
128,129,141,
129,142,141,
129,130,142,
130,143,142,
130,131,143,
131,132,143,
131,120,132,
132,145,144,
132,133,145,
133,146,145,
133,134,146,
134,147,146,
134,135,147,
135,148,147,
135,136,148,
136,149,148,
136,137,149,
137,150,149,
137,138,150,
138,151,150,
138,139,151,
139,152,151,
139,140,152,
140,153,152,
140,141,153,
141,154,153,
141,142,154,
142,155,154,
142,143,155,
143,144,155,
143,132,144,
144,157,156,
144,145,157,
145,158,157,
145,146,158,
146,159,158,
146,147,159,
147,160,159,
147,148,160,
148,161,160,
148,149,161,
149,162,161,
149,150,162,
150,163,162,
150,151,163,
151,164,163,
151,152,164,
152,165,164,
152,153,165,
153,166,165,
153,154,166,
154,167,166,
154,155,167,
155,156,167,
155,144,156,
156,169,168,
156,157,169,
157,170,169,
157,158,170,
158,171,170,
158,159,171,
159,172,171,
159,160,172,
160,173,172,
160,161,173,
161,174,173,
161,162,174,
162,175,174,
162,163,175,
163,176,175,
163,164,176,
164,177,176,
164,165,177,
165,178,177,
165,166,178,
166,179,178,
166,167,179,
167,168,179,
167,156,168,
168,181,180,
168,169,181,
169,182,181,
169,170,182,
170,183,182,
170,171,183,
171,184,183,
171,172,184,
172,185,184,
172,173,185,
173,186,185,
173,174,186,
174,187,186,
174,175,187,
175,188,187,
175,176,188,
176,189,188,
176,177,189,
177,190,189,
177,178,190,
178,191,190,
178,179,191,
179,180,191,
179,168,180,
180,193,192,
180,181,193,
181,194,193,
181,182,194,
182,195,194,
182,183,195,
183,196,195,
183,184,196,
184,197,196,
184,185,197,
185,198,197,
185,186,198,
186,199,198,
186,187,199,
187,200,199,
187,188,200,
188,201,200,
188,189,201,
189,202,201,
189,190,202,
190,203,202,
190,191,203,
191,192,203,
191,180,192,
192,205,204,
192,193,205,
193,206,205,
193,194,206,
194,207,206,
194,195,207,
195,208,207,
195,196,208,
196,209,208,
196,197,209,
197,210,209,
197,198,210,
198,211,210,
198,199,211,
199,212,211,
199,200,212,
200,213,212,
200,201,213,
201,214,213,
201,202,214,
202,215,214,
202,203,215,
203,204,215,
203,192,204,
204,1,0,
204,205,1,
205,2,1,
205,206,2,
206,3,2,
206,207,3,
207,4,3,
207,208,4,
208,5,4,
208,209,5,
209,6,5,
209,210,6,
210,7,6,
210,211,7,
211,8,7,
211,212,8,
212,9,8,
212,213,9,
213,10,9,
213,214,10,
214,11,10,
214,215,11,
215,0,11,
215,204,0,
};



Its all very ok i think??? because if i load 2 times the vehicle/hovercraft the its not scrambled. But i want to load a level mesh.

Thanx for all your help guys![/list]

#56995 - ninogenio - Wed Oct 12, 2005 11:23 pm

i think ive spotted your problem the vertices are way too big they have too be between floatov16(3.0) and floatov16(-3.0) anything bigger or smaller and your modell will distort a good way around this problem is to draw your model big on the modeler and just before export scale it right down then when you draw it on the ds just zoom up to it.

appart from that your code looks good.

also remember the ds has i think about a 2000 vertice limit wich isnt a great deal for models and meshes so they will have to be low detail models.

hope that help.

#56997 - tepples - Wed Oct 12, 2005 11:50 pm

One way to make a sphere on the DS is to use the same 26-polygon sphere model that Katamari Damacy uses for the "toy capsule" object: a small rhombicuboctahedron.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#57063 - chrissieboy - Thu Oct 13, 2005 1:06 pm

hi i finaly i made something is just split the arena up in a few models and now it works if i doesn't make the verts larger than 3 or -3!!

Thanx for your help, i made a sample movie :

http://members.chello.nl/c.la.mark/arena.avi

Now i only must figure out the texuring!!

Somebody got some texturing documents for nds?

#57081 - omaremad - Thu Oct 13, 2005 4:48 pm

how about this md2 loader

it works in open gl and has a really friendly interface

and it only has 4 lines of floating pt math at the end which means easy conversion

have a look it even supports animation

http://www.flipcode.com/cgi-bin/fcarticles.cgi?show=64063

#58494 - blaow - Mon Oct 24, 2005 1:01 am

How do you get Wings 3d to export to .asc?. I cant find the way.

Here is an .asc to .c converter that i wrote in VB that does the same thing as the one in blitz made by ninogenio. It's an .exe file that spits out the .c in the directory where its executed from.

http://www.geocities.com/blaow2/ASC-2-C.zip
_________________
blaow~~


Last edited by blaow on Thu Nov 03, 2005 9:55 pm; edited 1 time in total

#58703 - ninogenio - Tue Oct 25, 2005 1:53 pm

hey blaow thats a good little app i was going to convert mine to c++ but havent had a lot of time lately i was sure wings 3d had an 3d max asc export i havent used it for a little while so cant fully remember.it does have some downloadable features for diffrent exports though so mabey i grabbed one of those.any way the best export i used to use on the pc from wings was its own export its openable by notepad and combines tri`s and quads to make a modell up i cant remember the exact extesion but i think it was w3d or something like that.

#58724 - blaow - Tue Oct 25, 2005 4:19 pm

Thanks, I will check the downloadable features, its got to be there somewhere. If not there is always MilkShape :)
_________________
blaow~~

#59082 - blaow - Fri Oct 28, 2005 9:41 pm

How did you guys get it to compile properly importing the model files as .c extention?. I only can get it to work using the same exact model file but with the .h extention. I use the latest version of devkitpro, not sure if thats causing the problem. My compiled .nds files only show the models properly on emulators (ideas) but present a black screen on real hardware. (not the case of asc_demo that works well in both). The code im using is exactly as the one used in asc_demo with the exception that i mention above (using .h files for models instead of .c). Hope someone has a clue whats goin on cus i dont. :)

Cheers
_________________
blaow~~

#59108 - ninogenio - Sat Oct 29, 2005 1:51 am

thats very strange i use the latest version of devkitpro too the only thing i can think off is that your using a diffrent makefile from mine and your makefile is compiling and linking the .c file and linking it to the main file in wich case youll have to do extern u16 name_of_object[]; in your arm 9 i think but im not sure sorry :-(

#59358 - blaow - Mon Oct 31, 2005 8:29 pm

NVM it works!! :D, after a complete re-installation of devkitpro, thanks anyways :)
_________________
blaow~~