Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 859 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Native engine fbx support (or at least a converter function) #311038
02/18/10 10:57
02/18/10 10:57

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



It would be nice, if the engine native supports fbx (and other known formats) or at lease offers a function to convert these formats to mdl7.

Re: Native engine fbx support (or at least a converter function) [Re: ] #311045
02/18/10 11:47
02/18/10 11:47
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
why can't you just import them as fbx then save as mdl?

Re: Native engine fbx support (or at least a converter function) [Re: Matt_Coles] #311052
02/18/10 12:13
02/18/10 12:13

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Originally Posted By: Matt_Coles
why can't you just import them as fbx then save as mdl?


in a script?

I meant native engine support ent_create("cool_model.fbx", nullvector, NULL);
or (at least)
ent_convert("cool_model.fbx", "cool_model.mdl");
ent_create("cool_model.mdl", nullvector, NULL);


(most model packages are 3ds, fbx, collada, ...)
3DGS supports them (by importing in MED), but it takes hours and hours of manuel converting (import->save as..) to convert such packages.

The methods are part of MED (and available for conitec) so it just would be nice to have access with lite-c?!

Re: Native engine fbx support (or at least a converter function) [Re: ] #311056
02/18/10 12:40
02/18/10 12:40
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Yes, mercuryus had right, only ent_create("my_model.x", nullvector, NULL); as native format can be imported directly, why not another format like *.obj etc?


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Native engine fbx support (or at least a converter function) [Re: rojart] #311059
02/18/10 12:54
02/18/10 12:54
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
i dont think that would be possible with fbx, there are like a million versions of fbx.


3333333333
Re: Native engine fbx support (or at least a converter function) [Re: Quad] #311061
02/18/10 13:09
02/18/10 13:09

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Why not start with the versions supported by MED?
(would make a valuable advertisment for GS: "native support for collada, 3DS, fbx, x, obj")

Last edited by mercuryus; 02/18/10 13:11.
Re: Native engine fbx support (or at least a converter function) [Re: ] #311257
02/19/10 08:06
02/19/10 08:06
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
User
TechMuc  Offline
User
T

Joined: Jul 2008
Posts: 894
Just as a thought:

I can imagine, that the fbx file format is relativly unoptimized for games because it allows a variety of features you'll never need in - even a modern - 3D-Game. So there is a lot of overhead in this file format for the 3DGS-Engine which will slow down loading (probably to a very high extend). Therefore it's useless to load FBX while runtime.

So even if the loading time would be just 50% higher as they are for the optimized MDL file format, don't you think, that this time is worth to save at runtime and just convert the model?

BTW: An Instruction like this: ent_create("test.fbx","test.mdl"); does not make sense at all. At least at runtime it would just screw up your loading-times.

greetings,
Tech

PS: I've never tried out the fbx mdl converted, but if it works correctly, as already said, is there really a heavy need to support the giant fbx file format as native format?

PS2: Just have a look at other engines.. e.g. CryTek..

Re: Native engine fbx support (or at least a converter function) [Re: TechMuc] #311259
02/19/10 08:29
02/19/10 08:29
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Batch processing which allows to use a file list and constructed filenames for MED should do I think.

Re: Native engine fbx support (or at least a converter function) [Re: FBL] #311264
02/19/10 10:11
02/19/10 10:11
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
User
TechMuc  Offline
User
T

Joined: Jul 2008
Posts: 894
just as a small annotation: X is supported nativly by DirectX, and therefore was not very difficult to implement. Additionaly it's intended for games therefore it shouldn't be too slow..

@Firoball: If one file is converted correctly , a batch process shouldn't be very hard.. Is the converter open-source? If so i could give it a small try at the weekend.

Re: Native engine fbx support (or at least a converter function) [Re: TechMuc] #311491
02/20/10 01:03
02/20/10 01:03
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
.x is a very crappy format and shouldn't be used for anything. tongue

http://assimp.sourceforge.net
this library could be interesting. should be useable from lite-c.

Page 1 of 2 1 2

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1