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Anonymous
>>28520 >>what we need is a PDO -> vector format convertor...
pdo files (at least from Ver1, no idea what they changed in ver2) are pretty easy to work with. I wrote a simple program that can extract the mesh and the bitmaps from a .pdo file called pdo2mqo. Now this is the mesh, not the (flat) development. The development is also saved pretty much like a 3D mesh, with UV coordinates to map the bitmap to each vertex. This could also be converted to any poylgon modeler format, say Mqo for simplicity. Only thing i haven't worked out for this yet, is that the parts have offset coordinates, but that could be easily done. Now the harder part is, that the tabs are not in the development as vertices, but each line has an option "Tab" or "No Tab". by manually changing these in the .pdo, i had tabs in the middle of parts. Now this means, that the converting program would also have to generate the tabs, but that should be possible using some trigonometry.
So what would the benefit of all this be? I guess you could print at any size while maintaining thin and straight lines. The image quality, is still limited to the bitmap in the pdo. Or you could export the development, render that, and repaint it. The best way though, would probably be to export the development, and save it as a 3D mesh. That way you already have the UV coordinates in that. You can then switch the bitmap to whatever format you prefer, and your 3D modeller supports, and use any size you want: =>smaller Bitmap for use in pepakura. Export development. Replace texture with HUEG image. Print.
For the Macfags: If you can write a program that draws lines, and can cut and stretch triangular portions of a bitmap, you could use the above method to convert any .pdo to an image you can print out.
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