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clumpbegin
lightsampling vertex
surface .5 .5 0
color .5 .7 .6
cylinder 1 .1 .1 12
disc 1 .1 12
disc 0 -.1 12
clumpend
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rw-skew1.rwx
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This sounds like an awful task to do by hand! Someday I plan to add
this feature to FixRWX, but for now, if you have a spreadsheet program,
you can use that. (Thanks to DerekH for the inspiration to use Excel on
RWX files!) Here’s an example on how you would do that using Microsoft
Excel. (Yes, it is a pain, but better than no method at all.)
Start Excel, and open the RWX file. The Text Import Wizard will start.
Choose Delimited for the file type.
Use General coulmn data format.
Create two columns of consecutive numbers to the right of the vertex commands...
Select the columns containing the vertices and only the left column of numbers.
Sort the selected area by the appropriate column (Data menu, /Sort option in Excel) . In this case we want to sort by height, so we use the middle (y) column, which is column C in the spreadsheet. We choose Descending so the vertices will end up sorted from top to bottom (highest to lowest).
Now, select the two columns of numbers to the right of the vertices. The left of the two columns will have been scrambled by the sort, but the right column will still be in consecutive order.
Now the block we just named will act as a translation table, converting old vertex numbers into new.
Page down and go to a cell that’s a few columns to the right of the first triangle command. Then enter a VLOOKUP formula into that cell, as shown:
For the lookup value, enter the cell with the first vertex number in it. For table, enter the name of the table we created, and for column index put 2, range lookup 0. (Click the fx button to get the dialog below.)
Now copy that formula so it fills four columns (to account for quads as well as triangles). Careful you don’t overwrite any lines below!
Just delete the “#NA” from the cells where it appears. Now, (and this is IMPORTANT!), convert the formulas to values in all those cells by selecting them all, choosing “Edit/Copy” from the menu, then “Edit/Paste Special,” and Values.
After that, you can drag the new columns over to the left to replace the old columns.
I wish I could say we were done. :) But now we have to sort the polygons too, or the whole routine won’t be of much use. Create a column to the right of the triangle commands, with a formula that averages the vertex numbers to the left of it, in the triangle and quad commands.Convert the column to values. Then sort the whole thing using that column as a key.
Finally, save the file as Text (under another name is probably a good idea).
The model should now look the same as before in RWXMod, but the vertices
and polygons will be sorted.
modelbegin
clumpbegin
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translate .5 0 0
scale 1 1 2
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vertex 0.0499
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vertex 0.0000
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vertex 0.0000
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transformend
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vertex 0.0000
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vertex 0.0500
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vertex 0.0866
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vertex 0.0000
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vertex -0.0499
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vertex 0.0500
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vertex 0.0866
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vertex 0.0866
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vertex 0.0499
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vertex -0.0500
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vertex -0.0866
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lightsampling
vertex
triangle
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