RAS file format is a graphic file format native to the Sun UNIX platforms. It is a simple bitmap format that supports paletted, 32 bit BGR and RGB color, and grayscale images with no alpha channels. The RtRAS toolkit provides reading and writing functions for the RAS image format.
A platform-specific array of pixels.
The collection of settings used by hardware to draw 3D graphics. Examples might be whether to perform texture mapping, and whether to write depth into the Z-buffer.
The RenderWare Graphics .rf3 file format is an XML based editable file, which contains all the raw exported data. Unlike the .rws files, which are RenderWare Graphics optimized binary files, .rf3 files contain no rendering optimizations, and are simply a snapshot of the raw 3D data.
Using the rf3cc compiler tool, users can compile these .rf3 file into optimized platform specific RenderWare binary files, (.rws, .rp2, .rg1, .rx1 etc.).
By using .rf3 files, users can fully customize and control their art tool path. This can be achieved by exporting all their artwork as .rf3 files and recompiling them each time their export templates are modified. They can use Makefiles for checking for dependencies between template files and .rf3 files. This also eliminates the task of going back to the modeler package and re-exporting the data, each time an export option requires modification.
.rf3 files can be manually edited and modified, viewed by any XML viewing tool, and also rendered by RenderWare Visualizer.
This tool takes one or more .rf3 files and converts these to RenderWare Assets such as .rws, .dff, .anm, .bsp etc. using the given Project/Asset Template files.
RenderWare Graphics file format containing GameCube pre-instanced data.
The "Right vector" is one of the vectors in a RenderWare Graphics matrix. It corresponds to the 'x' axis in a right-handed, xyz coordinate system.
RenderWare Graphics file format containing PlayStation 2 pre-instanced data.
A RenderWare Graphics atomic is used to store information about a single object in a hierarchy. Typically, each node in a scene that has polygons associated with it will generate an RpAtomic. Each exported RpAtomic will have a single RpGeometry to store the triangles and polygons in it.
RpAtomic s are intended for use in dynamic models and represent all or part of a character, prop or similar moveable model. Static models are processed separately as RpWorld and RpWorldSector objects.
A RenderWare Graphics clump is used to information about a hierarchy of objects. The clump will contain a number of RpAtomics and the hierarchy information relating them. The atomics in the clump can be animated relative to each other using one of the RenderWare Graphics animation systems. A .dff file contains a single RpClump. Typically you will export a separate clump for each animated hierarchy in your application (e.g. characters, stacks of crates, etc.). Clumps can now contain lights and cameras as well.
A RenderWare Graphics geometry stores the triangle and vertex data for a single object.
The RenderWare Graphics animation system. This system can be used to drive either hierarchies of rigid objects or hierarchies of bones that deform a skin. The RpHAnim animation data is exported as an .anm file.
RpSkin is a vertex deformation system that links vertices to up to four bones and deforms them as the bones move. Animation of RpSkin is performed by the RpHAnim plugin.
This is a RenderWare Graphics object used to store user-defined data with model geometry. This data can be attached to RpGeometry or RpWorldSector objects.
This is a RenderWare Graphics World and defines a static scene. The scene data consists of one or more RpWorldSector objects which contain the actual model data. These objects are organized in a specific way to maximize rendering speed.
RpWorldSector contains the data of a part of a world, defined by binary space partitioning. This contains the triangle data used to describe a static model. Generally used for scenery, as the data cannot be changed.
The RenderWare Builder tool is a Windows 2000 application providing a graphical interface to the RenderWare Graphics SDK build process.
This is the base Scene Graph layer of OpenExport architecture. Members of RwComm have little or no implementation and simply define an application independent interface to allow the RwExp layer to export data from 3ds max and Maya.
This is the RenderWare export layer of the OpenExport architecture. Objects in the RwExp layer are responsible for converting RwComm objects to RenderWare Graphics data.
The RenderWare Export Manager is a layer of the OpenExport architecture that handles management of the export process from an RwCommScene or an .rf3 file.
The 3ds max implementation of the RwComm Scene Graph. Objects in RwMax derive from members of the RwComm layer and implement their interfaces in a way that extracts data from the 3ds max SDK.
The Maya implementation of the RwComm Scene Graph. Objects in RwMaya derive from members of the RwComm layer and implement their interfaces in a way that extracts data from the Maya SDK.
This is the recommended RenderWare Graphics file format for exporting any type of RenderWare data. It can contain the contents of multiple .dff, .bsp files etc. and embeds textures. Each file will contain a Table of Contents (RtTOC ) that describes the contents of the file. RenderWare Visualizer can be used to view .rws files.
This is the RenderWare Graphics file format for exporter templates. There are two types of templates:
The exporter templates are explained in more detail in the exporter documentation.
RenderWare Graphics file format containing Xbox pre-instanced data.
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