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│ [7m OS 환경 : DOS PC 환경 : 기타 [0m │
│ [7m RAM : 기타 공개여부 : 공개 [0m │
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역시 케릭터 뷰어이고, 그냥 보기만 하는 걸로는 좋군요..
1 - wire framed
2 - flat lambert shaded
3 - gouraud shaded
4 - texture mapped
5 - shaded texture mapped
6 - environmental mapping toggle on/off
(fake phong shading with an appropriate texture,
can be applied to modes 4 and 5 only)
요게 특징인데..
단점이 텍스쳐가 .pcx 로 지정되야 하네요.
.mdl에 내장된 텍스쳐는 볼수 없는 듯..
jaw3d Model Viewer
by Jawed Karim <jawed>
http://umn.edu/~jawed
jaw3d is a Nullsoft Inc. Product
http://www.nullsoft.com
Invocation:
===========
jaw3d expects to be passed up to two command line parameters .
They specify the model you would like to view, and the texture
you wish to map to it.
The format is as follows :
jaw3d <model name="name"> [pcx file][.pcx]
The second argument is not required. If no PCX file is specified, the
default 'texture.pcx' filename will be used. You can leave off the
.pcx extension on the command line if you so choose.
The extensions supported for the models are .jaw and .mdl
yes .mdl as in Quake MDLs
View Modes
==========
The Jaw3d Model Viewing engine can be toggled
through five different modes, two of which can
support enviornmental mapping.
NOTE: The viewing modes are changed in real time.
1 - wire framed
2 - flat lambert shaded
3 - gouraud shaded
4 - texture mapped
5 - shaded texture mapped
6 - environmental mapping toggle on/off
(fake phong shading with an appropriate texture,
can be applied to modes 4 and 5 only)
Object Manipulation
===================
Model viewers wouldn't be complete without the ability
to move and view objects from different angles.
Basic key commands are as follows :
x - rotate object on the x axis
y - rotate object on the y axis
z - rotate object on the z axis
w - rotate light source around the x axis
e - rotate light source around the y axis
r - rotate light source around the z axis
home - re-center the object
keypad - moves the object up, down, left or right
respective to the direction the keypad
keys point.
The keys + (plus) and - (minus) will
zoom in and out on the object.
If you have the pleasure of owning a mouse, these *additional*
options are avaliable to you. Hold your head up proud.
Enhanced Controls are as follows :
Moving the mouse rotates the object on the x, y, or z axis.
While holding button 1, moving the mouse will
translate the object on your screen.
While holding b utton 2, moving the mouse up will zoom out,
and pulling the mouse down will zoom in. Don't do these too
fast, you might zoom in too far and lose track of the object.
While holding both buttons 1 and 2, moving the mouse will
move the light source around the object, very cool.
Keep in mind that these commands are non-interdependent, meaning you
could hit 'Y' to start rotating the object on the y axis, and move the
light source around with the mouse.
.jaw model file format:
= ======================
The .jaw model file format was created to keep the file size down and
simplify the reading in of the objects by the program. The first line
in any .jaw file specifies the location of the light source:
Light: (1,0,0)
Rotating the light source only affects flat shading and
gouraud shading at this time.
Following the light source is a list of vertex coordinates. Then, a list
of polygons follows.
Example:
Light: (0,0,1)
0: -10 10 0
1: 1 0 10 0
2: 10 -10 0
tri 0, 1, 2
The jaw file above represents a simple triangle with three vertices. Only
the 'tri' keyword is supported for polygons.
Why only triangles you may ask? Because triangles are the most magical
shapes to ever exist. Given 3 points, there is no physically possible way
you could draw the triangle incorrectly. All of the vertices however must
be in the same order. Do not mix counterclockwise and clockwise vertices.
PCX Files:
==========
The TEXTURE. PCX file is the default graphic that is wrapped around the
object. You can use another PCX file by specifying it in the command
line. Feel free to use any image, however, be sure that the file is
always a ZSoft PCX file version 5 with 256 colors or less.
About jaw3d:
============
jaw3d is written in Ansi C and is therefore very portable. I have ported
jaw3d to Linux using svgalib. For speed, I implemented a few fixed-point
math optimizations but there is no assembly at all.
About the aut hor:
=================
I'm 18 and a senior in High School. Check out my resume on my homepage.
Credits:
========
The following people contributed to the development of jaw3d
through either conceptual help, feature suggestions, or through
the development of independent utilities for jaw3d. Thanks guys!
Justin Frankel, Nullsoft
http://www.nullsoft.com/
Mark Grocki, Hirise Software
http://hirisesoftware.home.ml.org/
Matthew Sullivan
http://www.tc.umn.edu/nlhome/g371/sull0192/
Ja ke Harvey, 2Real Entertainment
http://homepage.interaccess.com/~jwharvey/projectx.html
Brent York, Nuclear Winter Entertainment Inc.
york@nbnet.nb.ca
royce3
royce3@flash.net
defile
necro@easyway.net
</model></jawed>