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Galaxy Empire :: View topic - Model format
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Model format

 
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Master




Joined: Jul 11, 2008
Posts: 221


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PostPosted: Sun Oct 12, 2008 11:43 pm Post subject: Model format Reply with quote

DirectX text or binary mesh

Used
***********
X, Y, Z position - required, also face indices if included (preferred method is including them)
Frame transforms per mesh if included
Normal X, Y, Z if included, generated if missing
Texture U,V maps - at least 1 UV map is required
Texture list (optional) or implicit texture per mesh (optional), all textures must contain a material entry <-- (may be overridden by game engine but it must be present)
Material entry - contains color, emissive and specular settings per the DX format (required even if no texture is used)

Textures can be any format listed in the 'Textures supported' thread.


Last edited by Master on Fri Nov 07, 2008 5:23 am; edited 1 time in total
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El_Stupido




Joined: Sep 01, 2008
Posts: 47


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PostPosted: Mon Oct 13, 2008 10:02 am Post subject: Re: Model format Reply with quote

I have first maded an easy model format by using xml. The xml will be changed later into a nicer format. Alltough this is my first idea which supports:
- Faces
- Vertices
- Ship Hardpoints

I will post it tonight
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Master




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PostPosted: Fri Nov 07, 2008 5:22 am Post subject: Re: Model format Reply with quote

What is your progress on this format?
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El_Stupido




Joined: Sep 01, 2008
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PostPosted: Fri Nov 07, 2008 10:12 am Post subject: Re: Model format Reply with quote

I finished it, I got a fotmat in xml posted on the ftp

It need a conversion to a format with less chars, but for the rest it's finished i think. Or do you need some extra's in it?
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Mini_Me




Joined: Sep 02, 2008
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PostPosted: Thu Jan 08, 2009 9:44 pm Post subject: Re: Model format Reply with quote

Any updates in this area?  I've certainly had no experience with DX type meshes, but may start looking into it to toss a few models your way. Just a quick question, animation is included in the mesh? If so, is there a standardized format you'd prefer for referencing each? (docking_a, launching_a, landing_a, etc.)
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El_Stupido




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PostPosted: Thu Jan 08, 2009 11:24 pm Post subject: Re: Model format Reply with quote

There is atm an xml format of how it should look like. It supports atm:
- Bump mapping and UV mapping
- Hardpoints (HPScanner etc)
- Animations
- Vertices, faces and polygons

It's still in xml, but it's easy to convert it to a lower format. We used first xml, so other people wo have to work with it, should understand how the format is.
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Bubb9




Joined: Jul 26, 2008
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PostPosted: Sun Jan 11, 2009 7:57 pm Post subject: Re: Model format Reply with quote

Doesn't Space Empires V use a similar format?
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El_Stupido




Joined: Sep 01, 2008
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PostPosted: Sun Jan 11, 2009 10:09 pm Post subject: Re: Model format Reply with quote

I doubt that, since i have made this format with Lancers from scratch on msn lol
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Master




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PostPosted: Sun Jan 11, 2009 10:30 pm Post subject: Re: Model format Reply with quote

I actually plan on supporting 3 formats, DX model, XML and a binary format.
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alfaastrix




Joined: Nov 06, 2008
Posts: 16
Location: Charleston, South Carolina, United States

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PostPosted: Thu Feb 19, 2009 4:25 am Post subject: Re: Model format Reply with quote

why can't yall use something everyone knows?!  Laughing


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Master




Joined: Jul 11, 2008
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PostPosted: Thu Feb 19, 2009 4:43 am Post subject: Re: Model format Reply with quote

As far as I know most 3D programs support DX in some form or another. Later on I will need a format that the users can't edit, to keep them from cheating by changing the shapes of the models. Since collision detection is done by using the mesh of the models, I don't need them changing the size of the models to huge proportions so they can be hit even by a blind person.
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