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Re: GameCore 2.0 release
[Re: ratchet]
#263656
05/01/09 06:56
05/01/09 06:56
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Joined: Sep 2007
Posts: 658 germany
Tiles
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The point is that this complicated file format have been designedf ro movies not for games, in other words they are redundant Wrong. Both, FBX and Collada are standard formats for gameneeds nowadays. No im- and exporter cares about the polycount nor if it was made to transfer to movies or games. It transfers data. And the data is in both case the same. It makes no difference. Vertices, Texturevertices, Normals, plus materials and animation information ...
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Re: GameCore 2.0 release
[Re: ratchet]
#263667
05/01/09 10:13
05/01/09 10:13
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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... i don't know how many people have the real commercial version and not a cracked one here. Because 3DSMAX costs a lot and it is more for big companies even if indie people can buy it. You have real cheap alternatives : Zbrush, Silo, Modo, Blender (free) etc ... to achieve same results.
Well of course it is what I meant.... I would like that Indie game engines support the real cheap alternatives rather than the professional file format As you said , the results are about the same but you can give your little contribution in the war against piracy while supporting the small software houses The author of " PaceMaker " gave it up and it was an excellent animator package this is sad
Last edited by AlbertoT; 05/01/09 10:14.
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263673
05/01/09 10:50
05/01/09 10:50
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Joined: Sep 2007
Posts: 658 germany
Tiles
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I have never had a problem to export an animated file from Fragmotion or MilkShape into 3dgs but quite often the same file does not work if converted into FBX file format Well, that is of course a problem sometimes. But it is a special pipeline problem between the used FBX version and the target software then. I would blame the target software here, or the app/plugin hat has written the FBX. Or even the chosen FBX format. There is more than one. And there are various settings too. But not FBX in general Make it simple , this is a general rule Milkshape is a bit too simple and limited for my flavour ...
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Re: GameCore 2.0 release
[Re: Tiles]
#263677
05/01/09 11:00
05/01/09 11:00
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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I would blame the target software here, or the app/plugin hat has written the FBX. Or even the chosen FBX format.
Well I am not so interested in whom I must blame I know that quite often these complicated file format do not work while the benefits of using them, for an indie game developer, is negligible
Last edited by AlbertoT; 05/01/09 11:03.
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Re: GameCore 2.0 release
[Re: Tiles]
#263691
05/01/09 13:27
05/01/09 13:27
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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As far as I know this has little to do with the file format by itself
MS3D is simple because it has been designed for low poly objects only It contains information about vetices displacement, bones, U.V. coord etc FBX include much more information , a lot of them being of no use for game programming
A part from that, priority number one is reliability and FBX is not 100 % reliable regardless of the responsable for the bugs in the pipe line
Last edited by AlbertoT; 05/01/09 13:29.
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263702
05/01/09 16:37
05/01/09 16:37
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Joined: Sep 2007
Posts: 658 germany
Tiles
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As far as I know this has little to do with the file format by itself You miss the point, maybe i was unclear. Why should i go the extra route across the Milkshape format when my 3D package can export to FBX and this is a working pipeline? Even more when by Milkshape some of my informations gets lost because its format is a bit too simple here and there ... FBX include much more information , a lot of them being of no use for game programming And what exactly do you mean here? Name me one
Last edited by Tiles; 05/01/09 16:39.
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