Modellers | Exporters | Editors | Viewers | Converters | Texture Mappers | Miscellaneous Utilities
Despite RenderWare's age (circa 1993) and seemingly popularity, not many RenderWare-specific programs have been created that make RenderWare scripting (ideally, modelling) easy. Creating RenderWare objects was very irritating to me at first and all I had (and still use, for the most part) was a text editor (I like UltraEdit the best) and viewer. So, hopefully, people new to RenderWare object creation will have an easier time of it than I did.
Some of these programs can fit into multiple categories, but I tried to group them into the most appropriate ones. For example, modellers can also be used as viewers, texture mappers, and even converters, but not usually editors.
Note: If anyone has any additional information about the existence of any other RenderWare-specific programs other than those listed/linked to from here, specifically modellers that can load/import and/or save/export to RenderWare script (RWX) format, email me.
Icon Legend:
Path: a directory specified in autoexec.bat where programs look for files. See alternate definition. By placing all the RenderWare DLLs (dynamic linking library) into the same path directory (I use "c:\utils", for example) you don't have to have multiple copies of the same DLLs in each program's directory. This will work for Active Worlds 2.2-, too (AW3+ doesn't use RW DLLs).
Windows compatibility: I've only tested most of these programs on Windows 98 and Windows 2000 so if you have another Windows version (95, ME, XP, etc) and they work fine, let me know. They should all work on any Windows 9.x+ version but you never know...
Modellers |
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Modellers allow one to visually, through the use of a graphical user interface (GUI), create a 3D model (hence the term modeller). This is, usually, a much easier (and intuitive) way of creating a model because it is done in real-time without the need for constant opening in a separate viewer after a modification has been made, for instance. Good modellers allow for individual vertex creation/manipulation/deletion, texture mapping, hierarchial clumping, etc, while remaining simple and easy to use. Unfortunately, not many such modellers exist. Of the commercial ones I've tried (3D Studio 3/Max 2 Beta/2.5/3/4/5/6, Caligari trueSpace 3.x, NewTek LightWave 3D 6.5, and Alias|wavefront Maya 3/4), I find them unintuitive, hard to use, and have "clunky" user interfaces. Needless to say, I am not "turned on" by modelling, find it very frustrating, and still mainly just use a text editor and viewer to create RenderWare objects (though as of mid-2004 I have, for some reason, been picking up 3DS Max and am making an increasing amount of objects with it). Hopefully that will change soon if a RenderWare-specific modeller can be developed and updated...
Until such time, or until an existing modeller (3D Studio/Max, LightWave, sPatch, trueSpace, Maya, etc) with correct RenderWare script (RWX) exporting capabilities comes along, editing a text file (which is too much like programming to me) will not be easy. But, for the most part, it's all we have so we have to make due.
Exporters are modeller plug-ins that export (save) to certain 3D model/object formats. These exporters allow some 3D modellers to save to RWX (RW2.x) or DFF/BSP (RW3+) format:
3D Studio Max RWX Export Plug-Ins
Alias|wavefront Maya 2-3 RW3.1 DFF/BSP Export Plug-In (1.83MB): includes help file, docs, source code, and examples
(30K, alternate link)Cyber Frontiers 3DI 2 (156K, DOS): I haven't used this much and find it unfriendly, but you may get something out of it. Let me know if you find it useful and/or have something to add about it here.
"Introduction
The original 3DI program was created in 1995 for use in designing avatars (Figure 1) for “Alpha World”(8), a virtual community in which people can interact and converse across the internet. 3DI was first entered in ACT-SO in 1996 where it won 2nd place in the national competition, since then 3DI has constantly been upgraded. Most of these upgrades have come in the form of a new pop-down menu system, a great improvement over the old menu; in addition, the number of functions for adding deleting, and editing has risen from 6 to 15. Most of which help to save time by automating repetitive tasks. A helper program has been created which allows 3DI files to be “patched” together in order to create more complex 3d models."
4DBuilder .99 Beta (2.8MB, Win); website : A defunct modeller that can open/save RWX format (as well as other formats). I have problems loading most, if not all, RWXs though. :/ Let me know if you have better success.
AccuTrans: The developer calls it a converter, and from version 2.4.52 on it can open/save/manipulate RWXs. However, I call AccuTrans a modeller because it can create new objects without importing, and its manipulation abilities (hierarchial objects—like avatars: clump tagging, and setting transform joint rotation—a bitch to do manually in RWXs; moving verts—including finding their exact, numerical position, ala HagViewer); and now editing SEQs, show AccuTrans is not just a converter.
AccuTrans is now free (shareware anyway), but has no undo and is way too complex, confusing, disorganized, and badly designed for its own good. It's worth a look if you're a sado-masochist and can't stand doing avatar joint transforms. And if in the unlikely event you actually can manage to use this thing, it's cheaper $20 registration fee might be worth paying. Casay tells me the avatar joint transform help section has been rewritten, but I haven't tried it since avatar joint transforms were first implemented into AccuTrans (and have no desire to try again anytime soon).
Tim Lewis' ClayWorks 2.45: Can load/save to RWX format, but it is kind of crude (since it's a DOS program) and buggy. However, ClayWorks 3.0 (alpha now available) is in development, which will hopefully be a Windows program.
Modeler: Modeler was originally created by Tony Polichroniadis written as a final-year college project when studying for his BSC hons at Leeds University around 1995. In 1998, the source code (through my persistance) became available and Neil Colvin began developing it. I list both versions here because the original does not expire and Neil's does (and he may start charging for Modeler one day, so this way people can always still use the original, older version for free), and for historical purposes to see how Modeler has changed throughout its development.
; Tony Polichroniadis' Modeler 1.0b (681K); alternate location: A RenderWare 1.4 modeller that can create objects, manipulate whole objects or move specific vertices around, change materials attributes and apply materials to whole objects or just faces, manipulate the texture mapping coordinates of an object, and extrude ("push" in or out) object faces. The only minor bug is that it doesn't remember its "state" (window locations, toggled settings, etc) after exiting, but that's so minor that the benefits of this program outweigh this problem. Plus, the author has agreed to release the source code, so email him if you would like to develop it (and let me know if you do). 5/29/2K: I read from someone in the AW newsgroups recently that Tony lost the source code, but I haven't been able to confirm this.
RenderWare 1.4 DLL (320K): Decompress this in the same directory Modeler is decompressed into, or in the path.
Microsoft WinG 1.0 (835K, Win9x+): This Modeler version uses WinG for the display so it needs to be installed. Just run it to self-extract it, then run setup.exe.
Neil Colvin's Modeler 1.1.0.x Beta 3website (~2.6MB—bloatware, Win9x+); : By far the best RenderWare-specific modeller I've found so far, this next release of Modeler doesn't require the above DLLs and WinG that Modeler 1.0b does, is updated for RenderWare 2.1, and can also handle RWB (RenderWare binary) format objects (which are no longer supported in RW3). See release.txt inside archive for version changes. Modeler expires every few months or so, which is annoying considering you have to redownload it every time. Modeler also isn't developed much anymore; Neil seems to have abandoned it...but we'll see. Perhaps if enough people email him he will continue its development...
DelonFim found Modeler 1.2 Beta 4.
SpringDance: While not a full-fledged modeller, per se, SpringDance can export to RWX and create artistic-type models. The website isn't too clear about what it does but the manual says:
Its interface needs some work (it's still in beta) but I guess it could be fun to play around with for a little while anyway.
Shamus Young's TerraFormer: A landscape generator currently in beta testing (last I heard about it anyway). Read its help and look at some screenshots: . This is also supposedly the rumored modular groundmaking program (which could also supposedly convert DEMs to RWX files) AWCI wouldn't release over a year ago for varied and misleading reasons. But Terraformer can't even handle DEM files! AWCI wouldn't release it, despite E N Z O (AWCI CEO/President) himself saying he would, and then, a few months later, claiming if it was released it would take away money from them; whatever that crap meant. Oh well.
Russel Pacy's VENOM (672K, Win 3.11/9x); website: (Virtual ENvironment Object Modeller) was in development as a college project from 1994-1995, but has since been discontinued. It is kind of buggy but it can do basic primitives modelling and texture mapping (spheric/cubic), scaling, rotation, and merging. I'm trying to aquire the source code to it, but haven't heard back from the programmer yet. Email him and maybe he'll respond.
Wings 3D: Saves to RWX--that's all I know about it (thanks to Imagine).
RW3 DFF
These modellers can save/export to RW3's DFF binary object format, which AW3+ supports.
Editors |
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An editor is a shortened form of "text editor". A RenderWare script (RWX) is an ASCII file. Since the script files are just text files, just about any text editor can be used, like Microsoft Windows Notepad, WordPad, DOS Edit, UltraEdit, etc. These specific RenderWare editors are text-based programs used to make RenderWare scripting easier (in theory anyway). Any text editor will work, but these editors contain enhancements for RenderWare scripting that you may or may not find helpful. Try them out, see which work(s) for you, and, remember, you can always just use Notepad or another text editor. I still just use a "normal" text editor (UltraEdit), but these editors may aid the beginner in understanding RWX format and layout.
MrGrimm's Rwx Creator (RWX Edit; 2.8MB—bloatware, Win9x+) (no download) and Rwx Notepad (no download)
Arlin Tower Enterprises' RWXEdit Beta 1 (179K, Win9x+): An older (but still the same as I can't notice any difference except in extreme file size—uncompressed executables: RWXStudio's 5,339K vs RWXEdit Beta 1's 1,146K), smaller (no bloated installation files and extra, integrated run-time files you probably already have) version of RWXStudio (the next version of RWXEdit which has supposedly been in development for years, but the website hasn't changed; see new website). Don't confuse this with MrGrimm's now defunct RWX Edit (now RWX Creator).
tabctl32.ocx (95K, Win9x+) is an ActiveX module required for the "Quad Maker" part of RWXEdit, if you don't already have it (I believe it is installed with Microsoft Internet Explorer); put in the Windows/system directory.
RWX Forge: This was an editor/viewer supposedly in development. 9/98 update: the author may resume development soon...but I guess not, eh? :/
Viewers |
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Viewers are a good way to check out your model as you make changes to it and before uploading into a world. What I do is reload the object after any change to see how it's affected. It would be nice to have a real-time modeller that allows direct manipulation of the RWX--perhaps auto-sensing when it's changed like UltraEdit does). There are a few viewers out there, and each have their advantages and disadvantages. So try them out, see which one you like, and set the paths correctly on some [which can be done simply by placing a dot (.) in the field, which means the current open directory is used]. RW programs seem to have a limit as to how large the paths can be, so if you have your models and textures sorted in many directories that path limit will be reached rather quickly.
Dataman's AlphaWorld Object Browser B-10 (RWXLook) (27K, Win9x+)
RenderWare 2.0 DLLs (393K) are required because this program has not been updated for RenderWare 2.1. Place these in the directory the viewer is installed into, or in the path.
Advantages
Disadvantages
Criterion's RenderWare 2.1.11 MR2 Object Painter (RWPaint) (36K, Win9x+)
Disadvantages
Criterion's RenderWare 3D Object Viewer 2.1.09 MR1 (RWView) (71K, Win9x+)
Disadvantages
Dataman's RWX Modifier Beta 1.7 (RWXMod) (61K, Win9x+)
Disadvantages
Email/telegram Dataman ("DMs Ghost"/"DatedMan" in AW) and ask him to continue RWXMod's development since he refuses to release the source code (apparently it requires the RW2 SDK, too) because Worlds, Inc. and COF/AWCI/AWC/AWI didn't pay him for it. Considering it's been years (since 1996), I'd say he's just acting like a baby about it...
Criterion's RenderWare RWX Cleanup Tool 1.2 (RWClean) (38K, Win9x+)
Disadvantages
Hagen's HagViewer 4.8a (90K, Win9x+) : a German¹ viewer with a main feature of wireframe vertex/polygon selection. HagViewer is kind of buggy: in version 2.4, a window appears after execution, with "This program is a program" (duh, no, really?), it doesn't open a lot of RWXs (see below), has refresh problems (and annoyingly slow object rotation!), and it run-time errors. The programmer just needs to test it better, but it's semi-useful anyway.
The user interface seems more adept in version 4.8a; all windows are within a single window now, although their "state"--positions, maximized/minimized, etc--should be remembered when last quit, and there is something called "script command verification" but I haven't used it. I'd like to be able to edit RWXes in it (considering there's a "save" function) but I guess it was never implemented. For years I've been trying to get Hagen (through Dachs, his friend) to develop HagViewer more--or at least release the source code--but so far no luck. :(
3D Explorer: I've been following development of this product for years and only until 5/8/1 has it finally been released...in beta anyway. It allows viewing RWXes, converting from DXF, and other things explained on its website.
MrGrimm's DirectX 8 RWX Viewer (Win9x+, DirectX 8+): An early test version with no texture (textured objects should still load without them, however), prototype, or wireframe support, and keyboard object movement only. It starts slowly because a null object loads, according to Grimm, who needs help figuring out why some avatars (Kelly, bike, techie, and Opie) don't load correctly. Note: cull mode shows reverse polygon sides (like materialmode double). Read D3DRwx.txt inside zip for more info.
FoxMcCloud's RWXViewer (235K, Win9x+): I got this from Bowen who got it from FoxMcCloud around June 2001. According to Bowen, FoxMcCloud has since stopped developing it and is supposedly working on an Active Worlds "clone". There is no known website for FoxMcCloud and the only email address I have for him are from the AW newsgroups. If you have any information on how to contact him, please email me.
Features:
Java View 3D: A Java viewer capable of viewing RWXs. I don't like Java much (too slow) and have never used this.
Converters |
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Converters change/import-export/"transform" various 3D model formats to RenderWare script (RWX) format:
Converter | from these file formats to RWX | Alternate Download Locations | |||||||||||||||
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3D Object Converter | formats | ||||||||||||||||
Generic ASCII (RAW) 3D Studio (3DS/PRJ) Alias/Wavefront (OBJ) Audodesk/standard 3D model format (DXF) DirectX (X) Imagine (IOB/OBJ) Lightwave (LWO/LWS) POV-Ray (POB/POV) | |||||||||||||||||
3DS2RWX.zip (40K, DOS) | 3D Studio (3DS) | 3dstorwx.zip | |||||||||||||||
DXF2RWX.zip (67K, DOS) | Autodesk/standard 3D model format (DXF) | dxftorwx.zip | |||||||||||||||
AccuTrans | 3D Studio (3DS) Audodesk/standard 3D model format (DXF) trueSpace 4 (COB) Wavefront/Blender (OBJ) (also from RWX to these formats); other formats | ||||||||||||||||
HamFon's COB Dump: also converts trueSpace animations to SEQs | trueSpace (COB) | ||||||||||||||||
trueSpace (COB) | COB2RWX.zip (190K, DOS)
cobtorwx.zip | ||||||||||||||||
Okino PolyTrans: The demo removes every 5th polygon but the models I tested seemed fine.
formats; (RWX export info)
| quick3D: RWX files must have modelbegin/modelend in order to be read; otherwise a "This .rwx file contains no geometry." error occurs. Also, some RWXes (ones with prototypes and some avatars) will crash it.
formats
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Challagar: "When converting from other 3D object formats to RenderWare (RWX) the problem that is probably encountered most is reversed faces which give an appearance of the object being 'inside out'. The faces can be reversed by hand which is a pain in the neck. But, who has the time to reverse 200 or more faces individually? Don't scrap it! Just make your object an exact mirror image of the one that you need. When you have it exactly the way you want it (except for being a mirror image), convert it and do the usual vertex cleaning and scaling in RWXMod. Then add the line 'scale -1 1 1' in the RWX file. This line will produce an exact mirror image of your converted object with the exception that all the faces will be reversed in orientation. Using this small little line can save hours of frustration and otherwise scrapped work."
Dachs: "It always throws away colors, UV coordinates, and other more delicate things. And after converting to RWX you must still rotate the object 90 degress on the x-axis. It is the best way to convert objects from other formats to 3DS and also RWX—or better; it is the least worst RWX converter."
trueSpace (COB) to RWX
Shamus Young: "Usually the increase in vertex count when going from trueSpace to RWX is caused by UV mapping differences. It needs to add extra points, at the same location, each with their own UV mapping.
Example: create a plane in trueSpace. Notice it only has 4 points. One side has the texture facing one way, and the opposite side has it facing the other way - upside down. When you convert this plane, COB to RWX needs to create 4 more points so that each side can have unique UV mapping - thus you end up with 8 vertices. :(
One way around this is to use a UV mapping tool. If you can give the object a uniform UV map without ruining the texture then that should solve the problem."
Paul: "You can use Object Union [regarding making a 'part' become one and the same level with the parent object and not 'glue as child'], but you have to use care. It will sometimes (a) leave holes because of deleted polygons, (b) create more vertices and polygons in the process, (c) make some UV coordinates out of bounds when you [convert] the object file. It takes some experimentation. It works best (in general) when you try not to let the two objects overlap when you Union them (although sometime you do what them to overlap) Save backups of your work. (Note: Object Union is one of the three 'Object Tools': 'Object Subtraction', 'Intersection', and 'Union'.) What I do a lot of times in make the object with children, then save it and [convert] it, then load it in RWXMod where I can orient and resize if I need to, then save it from RWXMod which will convert it all to a single clump. Sometimes this is more reliable than using the trueSpace 'Object Union'. Sometimes not. It just depends on the object."
Criterion's RenderWare 3D Converter
I haven't used it much but I get "internal application error" when trying to save.
Crossroads 3D: Converts from other formats to formats usable by the above converters.
Challagar: "The main reason I use Crossroads is because it doesn't require the parsing to be totally accurate in order for it to read an object, whereas the slightest flaw will prevent an object from being rendered by Criterion's VRML Converter 2.0 (which is over 50% of the time in my case). Crossroads will read flawed VRML objects and output flawless ones that can then be converted to RWX. Also, Crossroads will read 3DS objects when 3DS to RWX fails to convert them properly. You can then open 3DS objects in Crossroads, save them in WRL format, and convert them to RWX in Criterion's VRML Converter 2.0.
Crossroads usually worked fine for me with no color loss or transforms in the output."
Casay: "I found that by using Crossroads, saving as VRML 1 and then converting the last time using Criterion's VRML Converter 2.0 I didn't get added verts. I also noticed that the RWX was easier to 'tweak' once I did this process. I even do this with existing COB objects after I reduce verts in trueSpace: convert COBs to VRML 1 through Crossroads, then convert the WRL to RWX in Criterion's VRML Converter 2.0 instead of using COB to RWX which adds tons of verts to your object."
Blender
IngieBee (edited): "Export them in .obj format with the OBJIO Python script and then convert with Accutrans."
Texture Mappers |
Texture mapping is a pain to do manually. Despite HenrikG's Texture Tutorial, texture mapping is still not as easy as he claims it is. These programs are an attempt to make this process easier, but they have farther to go if they are to be true (including cubical, cylindrical, and spherical texture mapping) texture mappers. 3D Studio Max has very good texture mapping capabilities.
Shamus Young's UV Map (1,139K—includes Microsoft Visual C++ 5.0 run-time DLLs, Win9x+); executable only (if you already have the run-time DLLs: 11K!, Win9x+);
Miscellaneous Utilities |
Ananas' Free Active Worlds Tools: RWX texture lister and batch manipulator, vertex calculator, multi-layer ground generator, Trapez (trapezoidal distorter), and other programs.
Lucio's LPMod (127K, DOS/Win9x+): Modular ground creator, which requires Microsoft Excel and uses HamFon's HamBot to place the modules in a world. See LPMod.txt, LPMod.doc, or LPMod.htm inside ZIP for more info.
Perl scripts (3K): I haven't used these so if you have any more info, email me. All require stdrwx.pl (included) and were found here (dead - 9/25/99; try ):
XelaG's
Foxy's RWX Tools : Change various RWX things: textures/masks, scale, case, tabulation; ZIP compression/encryption. Includes full source code.
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