accc — Ac3d Compiler
Syntax
accc [option] <inputfile> <outputfile> [dist][-order orderstring]
Description
- This manual describes the Ac3d compiler application that is shipped with the game TORCS.
Options
- -strip
- stripify any ac3d output models
- +o
- ac3d to ac3d: the result file is optimized in using groups by zone of track track must be named TKMNxxx dist is used to determine the distance of the objects
- +om
- ac3d to ac3d: the result is a vertex merged unique obj for smooth car only
- -o
- ac3d to obj +s ac3d to ac3d with strips (used for cars)
- +es <angle_of_smooth>
- ac3d to ac3d with strips (used for cars) and extended ac3d file output (computed normals) angle is in degrees: example: +es 80.0 clkdtm_o.ac clkdtm.ac the output file will also contains the secondary textcoord for the env sliding
- +et
- ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)
- +etn
- ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)
- +shad
- ac3d to ac3d with triangles, create a new ac3d file used for track shading vertical mapping of a single texture
- <inputfile>
- <outputfile>
- -order orderstring
- only used with +es , +s and +et orderstring is the order of the objects during the save for example: HB;OB;OBM is the names of the objet separate by a semicolon for imported NFS cars the object name HB must be used instead of: HB
- -g <outputfile>
- for grouping multilayer ac3d track
- -l0 <input filename>
- the base geometry
- -l1 <input filename>
- the base geometry map-tiled
- -l2 <input filename>
- the base geometry skids/and grass details
- -l3 <input filename>
- the base geometry shadows
- -d3 <val>
- the max distance of groups in tkmn
- -d2 <val>
- the distance of group 2 in tkmn
- -d1 <val>
- the distance of group 1 in tkmn
- -S <val>
- the distance of splitting for TERRAIN* objects
- -es
- for extended ac3d file format for strips
- -nts
- no texture split (for debug)