Wild Cat Posted August 24, 2010 Share Posted August 24, 2010 Hello! Could anybody helps me with specs of scene files: *.sbx. I opened one of them in notepad and have made a preview of specs: SBX_ASCII_1.0 cameraposition=<Vec3(<campos>)> camerarotation=<Vec3(<camrot>)> Model { path=<String(<name of the gmf file>)> position=<Vec3(<Position>)> rotation=<Vec3(<Rotation>)> scale=<Vec3(<Scale>)> id=<Integer(<id>)> ["<parameter1>"="value1" "<parameter2>"="value2" "<parameter3>"="value3" **] } ** //Any times, you need Terrain { /Crazy stuff/ } //Once (?) Quote Link to comment Share on other sites More sharing options...
Canardia Posted August 24, 2010 Share Posted August 24, 2010 You make it look more complicated than it really is Just make a test scene with Editor and save it, then you can see how each entity is saved. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Wild Cat Posted August 24, 2010 Author Share Posted August 24, 2010 You make it look more complicated than it really is Just make a test scene with Editor and save it, then you can see how each entity is saved. Okay, but I thought Josh has all specifications. As an engine developer. Quote Link to comment Share on other sites More sharing options...
Josh Posted August 25, 2010 Share Posted August 25, 2010 I have not written a formal spec of the format because it is pretty self-explanatory, and I don't think there is a big need for people to edit the files. They usually just save them from the editor and load them in the engine. What would you specifically like to know? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Wild Cat Posted August 25, 2010 Author Share Posted August 25, 2010 I have not written a formal spec of the format because it is pretty self-explanatory, and I don't think there is a big need for people to edit the files. They usually just save them from the editor and load them in the engine. What would you specifically like to know? I like to know two things: 1) What is userdata: binary section. 2) Where is an information about connected lua scripts? In gmf file? Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 25, 2010 Share Posted August 25, 2010 I like to know two things: 1) What is userdata: binary section. 2) Where is an information about connected lua scripts? In gmf file? 1) data for road creation 2) built into engine from what it looks like. Also, since you have 2.4, you should probably request access to the forum by following the directions in this post: If you need Access to the Forum Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Laurens Posted August 25, 2010 Share Posted August 25, 2010 1) What is userdata: binary section. I suppose this is the data that users assign to an entity using SetEntityUserData(). Not sure though. Macklebee beat me to it 2) Where is an information about connected lua scripts? In gmf file? I believe this is not saved anywhere. Scripts are automatically attached to entities that have the same filename. Not sure though Quote Link to comment Share on other sites More sharing options...
Wild Cat Posted August 25, 2010 Author Share Posted August 25, 2010 Thank all of you! No more questions. Quote Link to comment Share on other sites More sharing options...
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