Why no MD3?

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MachineGOD

Why no MD3?

Post by MachineGOD »

Hi all!!
I am just curious as to why MD3 isn't in the list of features. Only MD2. Just seemed kind of odd seeing as MD3 isn't a particularly elusive format. Guess I'll just add it myself!! :D
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MachineGOD
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
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Post by saigumi »

Crud, how do I do this again?
MachineGOD

Cool

Post by MachineGOD »

Well that was fast!! :)
Anyway, less work for me. Now for .ASE support. I want to try and implement a static mesh like system similar to what UT2Kx uses.
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MachineGOD
MachineGOD

Cool

Post by MachineGOD »

Well that was fast!! :)
Anyway, less work for me. Now for .ASE support. I want to try and implement a static mesh like system similar to what UT2Kx uses.
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MachineGOD
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

what is the .ASE format i have never heard of it?
madinitaly
Posts: 92
Joined: Sat Nov 29, 2003 8:30 pm
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Post by madinitaly »

The only .ASE format I know is 3D Studio ASCII Exchange format.




By the way, if someone wants to help me figure out how to correctly assign indices for MD3s with multiple surfaces... eheh.
MachineGOD

Post by MachineGOD »

Yeah, well the Unreal engine uses a modifies .ASE format which is the base of their static meshes. For now I am just implimenting .ase and then I will modify it to suit the needs of the static meshes. All it does is when u load a model of that format it can be used many many times but only the memory instance of one is used, so u can have lots of trees/foliage with a lot less overhead. That combined with frustrum culling and octrees can leave for very detailed environments. I am also currently looking into creating a scene node (I love that concept, as it makes for a very upgradeable and extensible engine) that uses the SOAR terrain implementation found in the ranger mkII terrain engine. Well, I will be changing a few things but the base of it will remain the same.
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MachineGOD
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