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Master
Joined: Jul 11, 2008 Posts: 221
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Posted: Sun Oct 12, 2008 11:43 pm Post subject: Model format |
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DirectX text or binary mesh
Used
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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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Posted: Mon Oct 13, 2008 10:02 am Post subject: Re: Model format |
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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
Joined: Jul 11, 2008 Posts: 221
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Posted: Fri Nov 07, 2008 5:22 am Post subject: Re: Model format |
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| What is your progress on this format? |
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El_Stupido
Joined: Sep 01, 2008 Posts: 47
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Posted: Fri Nov 07, 2008 10:12 am Post subject: Re: Model format |
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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 Posts: 5
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Posted: Thu Jan 08, 2009 9:44 pm Post subject: Re: Model format |
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| 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
Joined: Sep 01, 2008 Posts: 47
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Posted: Thu Jan 08, 2009 11:24 pm Post subject: Re: Model format |
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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 Posts: 5
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Posted: Sun Jan 11, 2009 7:57 pm Post subject: Re: Model format |
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| Doesn't Space Empires V use a similar format? |
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El_Stupido
Joined: Sep 01, 2008 Posts: 47
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Posted: Sun Jan 11, 2009 10:09 pm Post subject: Re: Model format |
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| I doubt that, since i have made this format with Lancers from scratch on msn lol |
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Master
Joined: Jul 11, 2008 Posts: 221
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Posted: Sun Jan 11, 2009 10:30 pm Post subject: Re: Model format |
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| 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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Posted: Thu Feb 19, 2009 4:25 am Post subject: Re: Model format |
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why can't yall use something everyone knows?!  |
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Master
Joined: Jul 11, 2008 Posts: 221
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Posted: Thu Feb 19, 2009 4:43 am Post subject: Re: Model format |
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| 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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