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Re: direct FBX support?
[Re: jcl]
#405308
07/27/12 16:15
07/27/12 16:15
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
OP
Expert
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OP
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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Okay - got it to work now.. some bad data in the c++ runtime... But.. a direct fbx support would be good - wether the importer is working or not. Cause many users with 3dsmax, c4d, blender, wings3d, sketchup..etc... are working with X, FBX or OBJ.. And a direct support would be better than wasting time and nerves with the MED importer, just to bring those files into the very old mdl format  See other Engines like ogre3D or irrlicht, wich are completely for free, but with FBX, 3ds or OBJ support.. Why is it possible for those free Engines, but not for a up to 671€ 3D Game Studio?
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Re: direct FBX support?
[Re: Espér]
#405348
07/28/12 14:38
07/28/12 14:38
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Another cool thing when working directly with FBX: LOTS of artists. YOu gather a team, some cool 3d artists and you only want the output as FBX. Thats a perfect situation, as their tools can handle this. Putting it into mdl might cause problems/waste time.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: direct FBX support?
[Re: Rackscha]
#405397
07/30/12 10:08
07/30/12 10:08
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Joined: Jul 2000
Posts: 28,024 Frankfurt
jcl

Chief Engineer
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Chief Engineer
Joined: Jul 2000
Posts: 28,024
Frankfurt
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Esper: There are many good reasons why 3D engines normally don't use a data exchange format like FBX, 3DS, or OBJ for their models, but a special model format, such as MDL.
I guess you already learned one of them: If there are any FBX import problems, you want them to happen during game development, and not during gameplay on your end users' PCs.
Other reasons why a proprietary model format like MDL is superior to FBX: It loads much faster, has less overhead, needs no import library, and has more features such as LOD stages and surface shaders.
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