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Sega GL
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In This Section:
This section describes how to use the interface of the Sega Saturn-specific Direct Translator.
For information on how to run the translator, see Using the MakeGame Plug-in on page 7 and Using Translators from the Command Line on page 14.
Converting to Sega GL Files
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Availability
The Sega plug-in and its documentation are available to Sega-certified developers only from the Sega Web site.
Sega GL Translator
Special Features
- Allows per-polygon texture pieces
- Optimized format for texture table
- Object melting converts all objects in the scene into one Sega GL object
- Outputs Sega GL source code
Limitations
- Cameras are not converted
- Soft body (vertex) animation is not converted
Installing
To install the Sega GL translator:
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1
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Download SE and SE.1 from the Sega Web site to a temporary directory on your computer.
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2
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Run InstallGame with the following options:
- -a alias-directory (the directory where Alias is installed. If you do not include this option, InstallGame will look in $ALIAS_LOCATION).
- -
e
(tells InstallGame the files are not encrypted).
- -
t target-dir (the directory where the files will be installed).
- -f source-dir (the source directory where the SE files are located).
Using the Sega GL Translator
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When you run the translator from MakeGame, the Sega GL Translator window appears. Use this window to set the options described in this section, then click Start conversion
to begin.
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Translator Related Settings
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This section is located in the
left side of the Sega
Translator window.
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Feedback
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- Lets you control the amount of information provided during conversion.
Output
- DOS text - outputs Sega GL source code to a file using CR+LF as the line delimiter.
- UNIX text - outputs Sega GL source code to a file using LF as the line delimiter.
- Downloader - downloads the source code directly to a connected Sega Saturn.
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Note:
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When you choose Downloader from the Output pop-up
menu, a new section containing Downloader-related options
appears.
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Format
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- Chooses the version (2.0 or 3.0) of Sega GL source code the translator will generate.
PolyNormal Calc
- VertexNormal based - uses the normals provided by Alias.
- NEWELL's method - calculates new normals using Newell's method. Use this option if you have any problems with polygons seeming "flipped" after conversion.
Texture size
- Fixed - gives all output textures the same size. Choose the width and height using the minimum and maximum sliders located underneath the Texture size menu.
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When Texture size is Fixed,
the minimum and maximum
sliders become locked
together, allowing you to set
a single fixed size.
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- Auto calculation - scales the output textures to a best fit within minimum and maximum values. Specify these values using the sliders located underneath the Texture size menu.
Scale
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- The translator scales the whole model by this factor before converting it to Sega GL source code.
Operations
Melt Objects
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- Flattens the hierarchy of objects into one large Sega GL object.
Texture Tbl Optim.
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- Optimizes the texture table (do not repeat texture pieces).
Prelight Texture
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- Applies a simple pre-light operation to the textures. Currently this operation uses only the polygon normals.
Vertex Tbl Optim.
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- Optimizes the vertex table (do not repeat vertices at the exact same location). This option is only useful if Melt Objects is turned on.
Downloader Related Settings
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This section appears when
you choose Downloader
from the Output pop-up
menu.
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Init Viewer
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- Click this button to reset the SCSI connection and download the monitor program to the connected Saturn CartDev.
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- Click this button when you turn on the Saturn, and want to reset the viewer.
SCSI Id
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- The SCSI identifier on the SGI side of the connection to the Saturn CartDev.
Start Frame and End Frame
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- Start and end frames of the animation to convert.
Target Data Addresses
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- These text boxes allow you to enter exact memory locations when downloading data to the Saturn.
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- Enter 0x00000000 for continuous memory allocation. Refer to the Saturn programming manuals for more information.
SGL Related Settings
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This section is located at the
top right of the Sega
Translator window.
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These options control standard Sega GL settings and modes. Refer to the Sega GL specifications for information.
File-Specific Settings
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This section is located at the
bottom of the Sega
Translator window.
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Use this section to enter filenames when you choose DOS text or
UNIX
text
from the Output pop-up menu.
Model/Hierarchy filename
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- Filename for the file containing model and hierarchy information.
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- Use the Model and Hierarchy checkboxes to choose which information to include in the file (usually you will leave both options on).
Texture filename
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- Filename for the file containing texture information.
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- Use the Texture checkbox to choose whether to output texture information.
Light/Animation filename
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- Filename for the file containing lights and animation information.
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- Use the Lights and Animation checkboxes to choose which information to include in the file.
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Note:
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Lights are not converted in this release.
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GetSegaGL Command Line Options
-v
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(verbose) Print progress updates during the conversion.
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-fs n |
(frame start) Set n as the first frame of animation to output.
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-fe n |
(frame end) Set n as the last frame of animation to output.
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-s factor |
Scale the model by factor before converting.
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-a |
Do not output animation.
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-n |
Do not output MetaCycle information.
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Alias Environment Variables
DT_EXPORT_DIR
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- The directory where exported files are created. This is the same as the Export directory field of the MakeGame window.
- Parameters - a valid path to a directory
- Default - '.' (the current working directory)
Output
The Sega translator's Sega GL source code output is flexible. The translator can output up to three files:
- A file containing the model and/or hierarchy. If you turn both the Model and Hierarchy checkboxes off, this file is not created.
- A file containing the textures. If you turn the Texture checkbox off, this file is not created.
- A file containing the lights and/or animation. If you turn both the Lights and Animation checkboxes off, this file is not created.
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Note:
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Lights are not converted in this release.
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Testing the Output
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Before you Begin
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1
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Set up the development Saturn and CartDev according to their instructions.
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2
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Make sure the SCSI ID dial on the back of the CartDev matches the SCSI ID text box (in the Downloader related settings).
If you have problems with SCSI communications:
- Make sure the SGI SCSI ID's device (in the /dev/scsi directory) has write permission. Since only the root user can change the permissions, you may need to contact your system administrator.
- Change the CartDev SCSI ID dial and enter the new number in the SCSI ID text box (in the Downloader related settings).
- Shut down your workstation and restart it (contact your system administrator). When the workstation boots up again, it should find the CartDev as one of its SCSI devices.
Downloading to a Development Machine
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1
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Choose Downloader from the Output pop-up menu.
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2
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Click Init Viewer if you just switched on the Saturn, or if you want to reset the viewer.
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3
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Click Start conversion to convert the model to Sega GL and download it to the Saturn.
The following screen appears after the CartDev is initialized:
The following screen appears after the monitor program is downloaded:
The following screen appears after the Alias|Wavefront viewer program is downloaded:
Using the Sega GL Demo Viewer
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Standard mode
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Left/Right Top buttons
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Change mode.
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A+B
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Toggle information display.
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A+B+C
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Clear screen.
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Object Move, Object Rotate, Object Scale modes
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X
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Show previous object.
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Y
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Show next object.
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B
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Show current object.
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C
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Reset transformations.
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Left, Right
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Move/Rotate/Scale in X
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Up, Down
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Move/Rotate/Scale in Y
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Z+Up, Z+Down
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Move/Rotate/Scale in Z
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Camera Move mode
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B
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Show current object.
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C
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Reset moves.
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Left, Right
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Move camera in X.
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Up, Down
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Move camera in Y.
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Z+Up, Z+Down
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Move camera in Z.
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Camera Rotate mode
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Start
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Switch between Look at (LAT) and Direct (NLM) modes.
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B
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Show current object.
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C
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Reset rotations.
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Camera Rotate/Look At mode
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X
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Look at previous object.
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Y
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Look at next object. (When there is no current object, look at the origin).
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Left, Right
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Change longitude.
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Up, Down
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Change longitude.
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Z+Up, Z+Right
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Rotate camera around the Z-axis.
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Z+Up, Z+Down
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Move camera away from/toward the current object.
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A+Up, A+Down
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Increase/decrease Y offset.
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Camera Rotate/Direct mode
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Left, Right
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Rotate camera around the Y-axis.
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Up, Down
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Rotate camera around the X-axis.
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Z+Up, Z+Right
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Rotate camera around the Z-axis.
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