Unlimited Drop uses 2 kind of files in order to save a 3D Scene.
The first one is a binary file and contains the mesh DATA for each object. You can use any extension you like.
The second one, with the .EPR extension, its a binary file also and contains the EXTRA PROPERTIES for each mesh stored in the DATA file.
Both formats are very simple:
Format of DATA file:
--------------------
HEADER:
int objects_count% ; number of objects within 3D scene
MESH CHUNK:
STRING meshfile$ ; full path filename of a 3D object (.B3D, .X, .OBJ formats)
INT meshanim% ; If it's equal to 0 load a static mesh. If it's equal to 1 then load an ; animated mesh
FLOAT x# ; Mesh WORLD coordinates.
FLOAT y#
FLOAT z#
FLOAT pitch# ; Mesh WORLD orientation
FLOAT yaw#
FLOAT roll#
FLOAT xscale# ; After loading mesh should be scaled according to these factors
FLOAT yscale#
FLOAT zscale#
INT r% ; RGB color information. Unlimted Drop until now is not using this info
INT g%
INT b%
FLOAT alpha# ; Transparency information
Format of .EPR file
-------------------
HEADER:
int objects_count% ; number of objects within 3D scene
EXTRA PROPERTIES CHUNK:
FLOAT p1# ; Extra Properties p1-p8
FLOAT p2#
FLOAT p3#
FLOAT p4#
FLOAT p5#
FLOAT p6#
FLOAT p7#
FLOAT p8#
As I mentioned before I am working on Unlimited Drop Pro version with many more options and this file format will change dramaticaly...
The first one is a binary file and contains the mesh DATA for each object. You can use any extension you like.
The second one, with the .EPR extension, its a binary file also and contains the EXTRA PROPERTIES for each mesh stored in the DATA file.
Both formats are very simple:
Format of DATA file:
--------------------
HEADER:
int objects_count% ; number of objects within 3D scene
MESH CHUNK:
STRING meshfile$ ; full path filename of a 3D object (.B3D, .X, .OBJ formats)
INT meshanim% ; If it's equal to 0 load a static mesh. If it's equal to 1 then load an ; animated mesh
FLOAT x# ; Mesh WORLD coordinates.
FLOAT y#
FLOAT z#
FLOAT pitch# ; Mesh WORLD orientation
FLOAT yaw#
FLOAT roll#
FLOAT xscale# ; After loading mesh should be scaled according to these factors
FLOAT yscale#
FLOAT zscale#
INT r% ; RGB color information. Unlimted Drop until now is not using this info
INT g%
INT b%
FLOAT alpha# ; Transparency information
Format of .EPR file
-------------------
HEADER:
int objects_count% ; number of objects within 3D scene
EXTRA PROPERTIES CHUNK:
FLOAT p1# ; Extra Properties p1-p8
FLOAT p2#
FLOAT p3#
FLOAT p4#
FLOAT p5#
FLOAT p6#
FLOAT p7#
FLOAT p8#
As I mentioned before I am working on Unlimited Drop Pro version with many more options and this file format will change dramaticaly...