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Better modeling formate adapt #78938
06/21/06 21:09
06/21/06 21:09
Joined: Jul 2004
Posts: 311
Aaron Offline OP
Senior Member
Aaron  Offline OP
Senior Member

Joined: Jul 2004
Posts: 311
I think in the next version of the 3dgame studio they should make the MED to accept alot of formates like .cob , .iff, they should think more on the what the pro industry formates they use. I would like that if they have more formates to load and export that would make alot of things easier, becuse right now I have like so many modeling formate converters etc, but this would cut down on us finding converters online. Also I think the help file should have a basic coverage of the software and a advance coverage and then a professional coverage, the professional coverage should give tips on how to create stuff from the level to med to scripting and making a game close to what's on the market like xbox designed games, that would mostly cut alot of like questions on here down.Also they should add a pro setup software that we could make a easy and pro looking installations. These are some ideas would perk up game makers and give us less headachs but more progress.

Re: Better modeling formate adapt [Re: Aaron] #78939
06/22/06 02:33
06/22/06 02:33
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

I think in the next version of the 3dgame studio they should make the MED to accept alot of formates like .cob , .iff, they should think more on the what the pro industry formates they use.




You mention "pro" but neither .cob or .iff are "pro" formats (if there is even such a thing). The current "standard" for exchanging 3D data is OBJ (Alias' OBJ format). FBX is coming in fast because it supports about everything (3D geometry, materials, textures, cameras, lights, animations, bones, etc). 3DS is an old one (very old and outdated) and MED already opens this format.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Better modeling formate adapt [Re: Dan Silverman] #78940
06/22/06 04:00
06/22/06 04:00
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Yeah, seriously who uses .iff or .cob ?

I agree that FBX is a good format


Sphere Engine--the premier A6 graphics plugin.
Re: Better modeling formate adapt [Re: Matt_Aufderheide] #78941
06/22/06 05:21
06/22/06 05:21
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Nevermind


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Better modeling formate adapt [Re: Orange Brat] #78942
06/22/06 15:13
06/22/06 15:13
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

3DS is an old one (very old and outdated) and MED already opens this format.




So true indeed, however it's perfectly stable for import/export and that counts too for me. (Just to make sure Conitec doesn't get rid of this format )

Cheers


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Re: Better modeling formate adapt [Re: PHeMoX] #78943
06/22/06 16:13
06/22/06 16:13
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

So true indeed, however it's perfectly stable for import/export and that counts too for me. (Just to make sure Conitec doesn't get rid of this format )




I doubt anyone would remove 3DS support since there are so many models out there in the 3DS format. However, while it may be "perfect" for import/export (for many apps) 3DS is severely lacking. For example, animation does not export with a 3DS file. This is certainly not a good thing.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Better modeling formate adapt [Re: Dan Silverman] #78944
06/22/06 20:02
06/22/06 20:02
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
FBX looks like a nice solution, since it is designed for this sort of thing (converting between formats). Anybody know the legal issues around FBX? I don't think they are just giving it away...


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Re: Better modeling formate adapt [Re: Doug] #78945
06/22/06 20:06
06/22/06 20:06
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
I am not sure about FBX, but it looks like everyone is jumping on the bandwagon to add it for import/export.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Better modeling formate adapt [Re: Dan Silverman] #78946
06/22/06 20:49
06/22/06 20:49
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
3DS should stay , caus for static objects it's perfects and allowmultiple textures / materials.

For FBX , Beyond Virtual engine already supports it.

the problem is that each FBX plugin for maya or 3DSMAX or nay other
has it's particularities , and for example you must
follow some things when exporting from 3DSMAX and another rules when using Maya.


But this format is good in my opinion.
Collada is not bad also.

Re: Better modeling formate adapt [Re: TheExpert] #78947
06/22/06 21:39
06/22/06 21:39
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany


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