modelbegin
clumpbegin
addhint editable
vertex 0.0950
0.0689 -0.0000
vertex 0.0574
0.1242 -0.0552
vertex -0.0272
0.1379 -0.0689
vertex -0.0950
0.0996 -0.0306
vertex -0.0950
0.0382 0.0306
vertex -0.0271
0.0000 0.0689
vertex 0.0574
0.0136 0.0552
color 0 1 .5
surface .4 .3 0
polygon 7 1 2 3 4 5 6 7
clumpend
modelend
# this is a comment line, everything to the right of the # is ignored
modelbegin
clumpbegin
vertex 0.0000
0.2000 0.0000 # 1
vertex 0.1000
0.0000 0.0000 # 2
vertex 0.0866
0.0000 -0.0500 # 3
vertex 0.0499
0.0000 -0.0866 # 4
vertex 0.0000
0.0000 -0.1000 # 5
vertex -0.0500
0.0000 -0.0866 # 6
vertex -0.0866
0.0000 -0.0499 # 7
vertex -0.1000
0.0000 0.0000 # 8
vertex -0.0866
0.0000 0.0500 # 9
vertex -0.0499
0.0000 0.0866 # 10
vertex 0.0000
0.0000 0.1000 # 11
vertex 0.0500
0.0000 0.0866 # 12
vertex 0.0866
0.0000 0.0499 # 13
color .2 .5 .5
surface .5 .5 0
lightsampling vertex
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 12
triangle 1 12 13
triangle 1 13 2
clumpend
modelend
modelbegin
clumpbegin
lightsampling vertex
# gives the sphere a smooth look
surface .6 .5 0 # lighting:
.6 ambient, .5 diffuse, 0 specular
color 0 0 1
sphere .05 4 # blue
sphere on the bottom, no translation
color 0 1 0
translate 0 .12 0 #
translate up .12
sphere .05 4 # green
sphere in middle
color 1 0 0
translate 0 .12 0 #
translate up another .12
sphere .05 4 # red sphere
on top
clumpend
modelend
modelbegin
clumpbegin
# this line makes the
model appear as a "wireframe",
# the default is geometrysampling
solid
geometrysampling wireframe
surface 0 0 0
color 0 0 0
sphere .05 1 # the second
number is "density", higher=more sides
clumpend
modelend
modelbegin
clumpbegin
surface .4 .5 .1 # ambient,
diffuse, specular
lightsampling vertex
color .4 .4 .4
#bottom half
cone .075 .0175 20 #
.075 high, .0175 wide, 10
disc 0 .03 10 # 0 "height"
(disc is a ground level); .03 wide, 10 sides
disc 0 -.03 10 # same
disc, but negative radius means facing down
# top half
#-----------------------
# translate and rotate
commands between transformbegin & transformend
# will not affect commands
outside this part of the script
transformbegin
translate 0 .10 0 #
the following will be moved up .1
rotate 1 0 0 180 # rotate
the following 180 degrees around the x axis
cone .0875 .0125 10
disc 0 .025 10
disc 0 -.025 10
transformend
#-----------------------
# glass top
surface .15 .45 1 # the
high specular value makes the top reflective
opacity .5 # make the
top transparent
color 0.870000 0.930000
1 # bright blue-green
translate 0 .1025 0
disc .00025 .0625 20
disc .00025 -.0625 20
clumpend
modelend
Notice how RWXMod adds a lot of default commands to the beginning of the file that aren't really necessary. I believe the purpose of this is to reset the default values in case any other models in the area have errors or end incorrectly. However in the interest of space they can probably be safely removed.
Notice also how RWXMod combined the translate and rotate commands into the vertex coordinates that it generated, rather than retaining the translate and rotate commands separately.
ctable2.rwx
modelbegin
# (i've commented out
the lines that rwxmod added, that aren't necessary)
#transformbegin
#identity
#jointtransformbegin
#identityjoint
clumpbegin
#color 0.000000 0.000000
0.000000
#surface 0.000000 0.000000
0.000000
#opacity 1.000000
#lightsampling facet
#geometrysampling solid
#texturemodes lit
#materialmodes null
#texture null
# the numbers were added
using fixrwx
vertex 0.0000
0.0750 0.0000 # 1
vertex 0.0175
0.0000 0.0000 # 2
vertex 0.0141
0.0000 -0.0102 # 3
vertex 0.0054
0.0000 -0.0166 # 4
vertex -0.0054
0.0000 -0.0166 # 5
vertex -0.0141
0.0000 -0.0102 # 6
vertex -0.0175
0.0000 0.0000 # 7
vertex -0.0141
0.0000 0.0102 # 8
vertex -0.0054
0.0000 0.0166 # 9
vertex 0.0054
0.0000 0.0166 # 10
vertex 0.0141
0.0000 0.0102 # 11
vertex 0.0000
0.0000 0.0000 # 12
vertex -0.0300
0.0000 0.0000 # 13
vertex -0.0242
0.0000 -0.0176 # 14
vertex -0.0092
0.0000 -0.0285 # 15
vertex 0.0092
0.0000 -0.0285 # 16
vertex 0.0242
0.0000 -0.0176 # 17
vertex 0.0299
0.0000 0.0000 # 18
vertex 0.0242
0.0000 0.0176 # 19
vertex 0.0092
0.0000 0.0285 # 20
vertex -0.0092
0.0000 0.0285 # 21
vertex -0.0242
0.0000 0.0176 # 22
vertex 0.0000
0.0000 0.0000 # 23
vertex 0.0300
0.0000 0.0000 # 24
vertex 0.0242
0.0000 -0.0176 # 25
vertex 0.0092
0.0000 -0.0285 # 26
vertex -0.0092
0.0000 -0.0285 # 27
vertex -0.0242
0.0000 -0.0176 # 28
vertex -0.0299
0.0000 0.0000 # 29
vertex -0.0242
0.0000 0.0176 # 30
vertex -0.0092
0.0000 0.0285 # 31
vertex 0.0092
0.0000 0.0285 # 32
vertex 0.0242
0.0000 0.0176 # 33
vertex 0.0000
0.0125 0.0000 # 34
vertex 0.0125
0.1000 0.0000 # 35
vertex 0.0101
0.1000 0.0073 # 36
vertex 0.0038
0.1000 0.0118 # 37
vertex -0.0038
0.1000 0.0118 # 38
vertex -0.0101
0.1000 0.0073 # 39
vertex -0.0125
0.1000 0.0000 # 40
vertex -0.0101
0.1000 -0.0073 # 41
vertex -0.0038
0.1000 -0.0118 # 42
vertex 0.0038
0.1000 -0.0118 # 43
vertex 0.0101
0.1000 -0.0073 # 44
vertex 0.0000
0.1000 0.0000 # 45
vertex 0.0250
0.1000 0.0000 # 46
vertex 0.0202
0.1000 0.0146 # 47
vertex 0.0077
0.1000 0.0237 # 48
vertex -0.0077
0.1000 0.0237 # 49
vertex -0.0202
0.1000 0.0146 # 50
vertex -0.0250
0.1000 0.0000 # 51
vertex -0.0202
0.1000 -0.0147 # 52
vertex -0.0077
0.1000 -0.0237 # 53
vertex 0.0077
0.1000 -0.0237 # 54
vertex 0.0202
0.1000 -0.0146 # 55
vertex 0.0000
0.1000 0.0000 # 56
vertex -0.0250
0.1000 0.0000 # 57
vertex -0.0202
0.1000 0.0146 # 58
vertex -0.0077
0.1000 0.0237 # 59
vertex 0.0077
0.1000 0.0237 # 60
vertex 0.0202
0.1000 0.0146 # 61
vertex 0.0250
0.1000 0.0000 # 62
vertex 0.0202
0.1000 -0.0147 # 63
vertex 0.0077
0.1000 -0.0237 # 64
vertex -0.0077
0.1000 -0.0237 # 65
vertex -0.0202
0.1000 -0.0146 # 66
vertex 0.0000
0.1027 0.0000 # 67
vertex 0.0625
0.1027 0.0000 # 68
vertex 0.0594
0.1027 -0.0193 # 69
vertex 0.0505
0.1027 -0.0367 # 70
vertex 0.0367
0.1027 -0.0505 # 71
vertex 0.0193
0.1027 -0.0594 # 72
vertex 0.0000
0.1027 -0.0625 # 73
vertex -0.0193
0.1027 -0.0594 # 74
vertex -0.0367
0.1027 -0.0505 # 75
vertex -0.0505
0.1027 -0.0367 # 76
vertex -0.0594
0.1027 -0.0193 # 77
vertex -0.0625
0.1027 0.0000 # 78
vertex -0.0594
0.1027 0.0193 # 79
vertex -0.0505
0.1027 0.0367 # 80
vertex -0.0367
0.1027 0.0505 # 81
vertex -0.0193
0.1027 0.0594 # 82
vertex 0.0000
0.1027 0.0625 # 83
vertex 0.0193
0.1027 0.0594 # 84
vertex 0.0367
0.1027 0.0505 # 85
vertex 0.0505
0.1027 0.0367 # 86
vertex 0.0594
0.1027 0.0193 # 87
vertex 0.0000
0.1027 0.0000 # 88
vertex -0.0625
0.1027 0.0000 # 89
vertex -0.0594
0.1027 -0.0193 # 90
vertex -0.0505
0.1027 -0.0367 # 91
vertex -0.0367
0.1027 -0.0505 # 92
vertex -0.0193
0.1027 -0.0594 # 93
vertex 0.0000
0.1027 -0.0625 # 94
vertex 0.0193
0.1027 -0.0594 # 95
vertex 0.0367
0.1027 -0.0505 # 96
vertex 0.0505
0.1027 -0.0367 # 97
vertex 0.0594
0.1027 -0.0193 # 98
vertex 0.0625
0.1027 0.0000 # 99
vertex 0.0594
0.1027 0.0193 # 100
vertex 0.0505
0.1027 0.0367 # 101
vertex 0.0367
0.1027 0.0505 # 102
vertex 0.0193
0.1027 0.0594 # 103
vertex 0.0000
0.1027 0.0625 # 104
vertex -0.0193
0.1027 0.0594 # 105
vertex -0.0367
0.1027 0.0505 # 106
vertex -0.0505
0.1027 0.0367 # 107
vertex -0.0594
0.1027 0.0193 # 108
# since rwxmod keeps
the color and lighting commands,
# you can use them to
tell what part of the converted model
# corresponds to the
original, graphics primitives version
# if there was a reason
to keep track of the bottom cone
# separately, it could
be given a different color in the
# g.p. version, then
changed to the color you actually want
# this is the bottom
of the table:
color 0.375000 0.390625
0.375000 # rwxmod changes color values very slightly
lightsampling vertex
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 2
triangle 12 13 14
triangle 12 14 15
triangle 12 15 16
triangle 12 16 17
triangle 12 17 18
triangle 12 18 19
triangle 12 19 20
triangle 12 20 21
triangle 12 21 22
triangle 12 22 13
triangle 23 24 25
triangle 23 25 26
triangle 23 26 27
triangle 23 27 28
triangle 23 28 29
triangle 23 29 30
triangle 23 30 31
triangle 23 31 32
triangle 23 32 33
triangle 23 33 24
triangle 34 35 36
triangle 34 36 37
triangle 34 37 38
triangle 34 38 39
triangle 34 39 40
triangle 34 40 41
triangle 34 41 42
triangle 34 42 43
triangle 34 43 44
triangle 34 44 35
triangle 45 46 47
triangle 45 47 48
triangle 45 48 49
triangle 45 49 50
triangle 45 50 51
triangle 45 51 52
triangle 45 52 53
triangle 45 53 54
triangle 45 54 55
triangle 45 55 46
triangle 56 57 58
triangle 56 58 59
triangle 56 59 60
triangle 56 60 61
triangle 56 61 62
triangle 56 62 63
triangle 56 63 64
triangle 56 64 65
triangle 56 65 66
triangle 56 66 57
# the top of the table
color 0.843750 0.921875
0.968750
surface 0.150000 0.450000
1.000000
opacity 0.500000
triangle 67 68 69
triangle 67 69 70
triangle 67 70 71
triangle 67 71 72
triangle 67 72 73
triangle 67 73 74
triangle 67 74 75
triangle 67 75 76
triangle 67 76 77
triangle 67 77 78
triangle 67 78 79
triangle 67 79 80
triangle 67 80 81
triangle 67 81 82
triangle 67 82 83
triangle 67 83 84
triangle 67 84 85
triangle 67 85 86
triangle 67 86 87
triangle 67 87 68
triangle 88 89 90
triangle 88 90 91
triangle 88 91 92
triangle 88 92 93
triangle 88 93 94
triangle 88 94 95
triangle 88 95 96
triangle 88 96 97
triangle 88 97 98
triangle 88 98 99
triangle 88 99 100
triangle 88 100 101
triangle 88 101 102
triangle 88 102 103
triangle 88 103 104
triangle 88 104 105
triangle 88 105 106
triangle 88 106 107
triangle 88 107 108
triangle 88 108 89
clumpend
#jointtransformend (rwxmod
added these two lines)
#transformend
modelend
ctable3.rwx
modelbegin
clumpbegin
addhint editable # "hint"
commands sometimes help renderware draw a model properly
vertex 0.0000
0.0750 0.0000 # 1
vertex 0.0175
0.0000 0.0000 # 2
vertex 0.0141
0.0000 -0.0102 # 3
vertex 0.0054
0.0000 -0.0166 # 4
vertex -0.0054
0.0000 -0.0166 # 5
vertex -0.0141
0.0000 -0.0102 # 6
vertex -0.0175
0.0000 0.0000 # 7
vertex -0.0141
0.0000 0.0102 # 8
vertex -0.0054
0.0000 0.0166 # 9
vertex 0.0054
0.0000 0.0166 # 10
vertex 0.0141
0.0000 0.0102 # 11
vertex 0.0000
0.0000 0.0000 # 12
vertex -0.0300
0.0000 0.0000 # 13
vertex -0.0242
0.0000 -0.0176 # 14
vertex -0.0092
0.0000 -0.0285 # 15
vertex 0.0092
0.0000 -0.0285 # 16
vertex 0.0242
0.0000 -0.0176 # 17
vertex 0.0299
0.0000 0.0000 # 18
vertex 0.0242
0.0000 0.0176 # 19
vertex 0.0092
0.0000 0.0285 # 20
vertex -0.0092
0.0000 0.0285 # 21
vertex -0.0242
0.0000 0.0176 # 22
vertex 0.0000
0.0000 0.0000 # 23
vertex 0.0300
0.0000 0.0000 # 24
vertex 0.0242
0.0000 -0.0176 # 25
vertex 0.0092
0.0000 -0.0285 # 26
vertex -0.0092
0.0000 -0.0285 # 27
vertex -0.0242
0.0000 -0.0176 # 28
vertex -0.0299
0.0000 0.0000 # 29
vertex -0.0242
0.0000 0.0176 # 30
vertex -0.0092
0.0000 0.0285 # 31
vertex 0.0092
0.0000 0.0285 # 32
vertex 0.0242
0.0000 0.0176 # 33
vertex 0.0000
0.0125 0.0000 # 34
vertex 0.0125
0.1000 0.0000 # 35
vertex 0.0101
0.1000 0.0073 # 36
vertex 0.0038
0.1000 0.0118 # 37
vertex -0.0038
0.1000 0.0118 # 38
vertex -0.0101
0.1000 0.0073 # 39
vertex -0.0125
0.1000 0.0000 # 40
vertex -0.0101
0.1000 -0.0073 # 41
vertex -0.0038
0.1000 -0.0118 # 42
vertex 0.0038
0.1000 -0.0118 # 43
vertex 0.0101
0.1000 -0.0073 # 44
vertex 0.0000
0.1000 0.0000 # 45
vertex 0.0250
0.1000 0.0000 # 46
vertex 0.0202
0.1000 0.0146 # 47
vertex 0.0077
0.1000 0.0237 # 48
vertex -0.0077
0.1000 0.0237 # 49
vertex -0.0202
0.1000 0.0146 # 50
vertex -0.0250
0.1000 0.0000 # 51
vertex -0.0202
0.1000 -0.0147 # 52
vertex -0.0077
0.1000 -0.0237 # 53
vertex 0.0077
0.1000 -0.0237 # 54
vertex 0.0202
0.1000 -0.0146 # 55
vertex 0.0000
0.1000 0.0000 # 56
vertex -0.0250
0.1000 0.0000 # 57
vertex -0.0202
0.1000 0.0146 # 58
vertex -0.0077
0.1000 0.0237 # 59
vertex 0.0077
0.1000 0.0237 # 60
vertex 0.0202
0.1000 0.0146 # 61
vertex 0.0250
0.1000 0.0000 # 62
vertex 0.0202
0.1000 -0.0147 # 63
vertex 0.0077
0.1000 -0.0237 # 64
vertex -0.0077
0.1000 -0.0237 # 65
vertex -0.0202
0.1000 -0.0146 # 66
# UV information simply
tells renderware what part of the texture bitmap
# to map to each vertex
of the model.
# only vertices 67-108
(the top of the table) need to be textured,
# so the texbegin directive
was added here to tell texmap what
# vertices to generate
UV information for.
# when running texmap
on this file, "top" was specified as a
# "named section"
#texbegin top
vertex 0.0000
0.1027 0.0000 UV 0.5000 0.5000 # 67
vertex 0.0625
0.1027 0.0000 UV 1.0000 0.5000 # 68
vertex 0.0594
0.1027 -0.0193 UV 0.9752 0.3456 # 69
vertex 0.0505
0.1027 -0.0367 UV 0.9040 0.2064 # 70
vertex 0.0367
0.1027 -0.0505 UV 0.7936 0.0960 # 71
vertex 0.0193
0.1027 -0.0594 UV 0.6544 0.0248 # 72
vertex 0.0000
0.1027 -0.0625 UV 0.5000 0.0000 # 73
vertex -0.0193
0.1027 -0.0594 UV 0.3456 0.0248 # 74
vertex -0.0367
0.1027 -0.0505 UV 0.2064 0.0960 # 75
vertex -0.0505
0.1027 -0.0367 UV 0.0960 0.2064 # 76
vertex -0.0594
0.1027 -0.0193 UV 0.0248 0.3456 # 77
vertex -0.0625
0.1027 0.0000 UV 0.0000 0.5000 # 78
vertex -0.0594
0.1027 0.0193 UV 0.0248 0.6544 # 79
vertex -0.0505
0.1027 0.0367 UV 0.0960 0.7936 # 80
vertex -0.0367
0.1027 0.0505 UV 0.2064 0.9040 # 81
vertex -0.0193
0.1027 0.0594 UV 0.3456 0.9752 # 82
vertex 0.0000
0.1027 0.0625 UV 0.5000 1.0000 # 83
vertex 0.0193
0.1027 0.0594 UV 0.6544 0.9752 # 84
vertex 0.0367
0.1027 0.0505 UV 0.7936 0.9040 # 85
vertex 0.0505
0.1027 0.0367 UV 0.9040 0.7936 # 86
vertex 0.0594
0.1027 0.0193 UV 0.9752 0.6544 # 87
vertex 0.0000
0.1027 0.0000 UV 0.5000 0.5000 # 88
vertex -0.0625
0.1027 0.0000 UV 0.0000 0.5000 # 89
vertex -0.0594
0.1027 -0.0193 UV 0.0248 0.3456 # 90
vertex -0.0505
0.1027 -0.0367 UV 0.0960 0.2064 # 91
vertex -0.0367
0.1027 -0.0505 UV 0.2064 0.0960 # 92
vertex -0.0193
0.1027 -0.0594 UV 0.3456 0.0248 # 93
vertex 0.0000
0.1027 -0.0625 UV 0.5000 0.0000 # 94
vertex 0.0193
0.1027 -0.0594 UV 0.6544 0.0248 # 95
vertex 0.0367
0.1027 -0.0505 UV 0.7936 0.0960 # 96
vertex 0.0505
0.1027 -0.0367 UV 0.9040 0.2064 # 97
vertex 0.0594
0.1027 -0.0193 UV 0.9752 0.3456 # 98
vertex 0.0625
0.1027 0.0000 UV 1.0000 0.5000 # 99
vertex 0.0594
0.1027 0.0193 UV 0.9752 0.6544 # 100
vertex 0.0505
0.1027 0.0367 UV 0.9040 0.7936 # 101
vertex 0.0367
0.1027 0.0505 UV 0.7936 0.9040 # 102
vertex 0.0193
0.1027 0.0594 UV 0.6544 0.9752 # 103
vertex 0.0000
0.1027 0.0625 UV 0.5000 1.0000 # 104
vertex -0.0193
0.1027 0.0594 UV 0.3456 0.9752 # 105
vertex -0.0367
0.1027 0.0505 UV 0.2064 0.9040 # 106
vertex -0.0505
0.1027 0.0367 UV 0.0960 0.7936 # 107
vertex -0.0594
0.1027 0.0193 UV 0.0248 0.6544 # 108
#texend
# the bottom of the
table:
color .4 .4 .4
surface .4 .5 .1
lightsampling vertex
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 2
triangle 12 13 14
triangle 12 14 15
triangle 12 15 16
triangle 12 16 17
triangle 12 17 18
triangle 12 18 19
triangle 12 19 20
triangle 12 20 21
triangle 12 21 22
triangle 12 22 13
triangle 23 24 25
triangle 23 25 26
triangle 23 26 27
triangle 23 27 28
triangle 23 28 29
triangle 23 29 30
triangle 23 30 31
triangle 23 31 32
triangle 23 32 33
triangle 23 33 24
triangle 34 35 36
triangle 34 36 37
triangle 34 37 38
triangle 34 38 39
triangle 34 39 40
triangle 34 40 41
triangle 34 41 42
triangle 34 42 43
triangle 34 43 44
triangle 34 44 35
triangle 45 46 47
triangle 45 47 48
triangle 45 48 49
triangle 45 49 50
triangle 45 50 51
triangle 45 51 52
triangle 45 52 53
triangle 45 53 54
triangle 45 54 55
triangle 45 55 46
triangle 56 57 58
triangle 56 58 59
triangle 56 59 60
triangle 56 60 61
triangle 56 61 62
triangle 56 62 63
triangle 56 63 64
triangle 56 64 65
triangle 56 65 66
triangle 56 66 57
# the top of the table;
# looking at the vertex
numbers in the triangles below
# show us which vertices
are part of the table top,
# since we know because
of the color change that the
# top starts here
color .87 .93 1
surface .15 .45 1
opacity .5
texture glass01
# texture begins here
triangle 67 68 69
triangle 67 69 70
triangle 67 70 71
triangle 67 71 72
triangle 67 72 73
triangle 67 73 74
triangle 67 74 75
triangle 67 75 76
triangle 67 76 77
triangle 67 77 78
triangle 67 78 79
triangle 67 79 80
triangle 67 80 81
triangle 67 81 82
triangle 67 82 83
triangle 67 83 84
triangle 67 84 85
triangle 67 85 86
triangle 67 86 87
triangle 67 87 68
triangle 88 89 90
triangle 88 90 91
triangle 88 91 92
triangle 88 92 93
triangle 88 93 94
triangle 88 94 95
triangle 88 95 96
triangle 88 96 97
triangle 88 97 98
triangle 88 98 99
triangle 88 99 100
triangle 88 100 101
triangle 88 101 102
triangle 88 102 103
triangle 88 103 104
triangle 88 104 105
triangle 88 105 106
triangle 88 106 107
triangle 88 107 108
triangle 88 108 89
clumpend
modelend