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How about adding IQM Format?

Posted: Tue Apr 24, 2012 8:19 am
by ACE247
Don't know how many have heard about it yet, but here is the Inter Quake Model Format. From what I see it would be quite a good idea to add it to Irrlicht Engine, most of all since it has a well maintained exporter for Blender that works, unlike many other animated model formats irrlicht uses. Also it is rather tiny, yet feature packed and seems to be quite the preferred format in the Quake and modding community.
EDIT: So far already achieved a 10x reduction in file size compared to DirectX format storing the same file data.
Going ahead already to see what I can come up with ;)

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 8:36 am
by CuteAlien
Can't add it unless someone writes the loader first...

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 9:00 am
by ACE247
That's what I'm intending to do then ;)

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 9:40 am
by kazymjir
CuteAlien wrote:Can't add it unless someone writes the loader first...
:D

The idea is good, I had always problems with blender and model formats.

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 10:22 am
by Mel
If there was support for IQM in 3DSMAX, then i'd say you went all the way, if not, well, as you see best :)

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 10:48 am
by ACE247
3DS Max users can fairly easily export to blender supported formats. After all Blender IS free, its not like the paying users always need to get stuff first...

Re: How about adding IQM Format?

Posted: Tue Apr 24, 2012 10:08 pm
by Mel
I was speaking from the point of view of the platform i use. If i can't get to export an IQM model properly, having an importer won't make much of a diference for me, simply because the intermediate exporters and importers may fail, something that happens much more often than what it would be desirable.

How would you export a skinned mesh to Blender?

Re: How about adding IQM Format?

Posted: Wed Apr 25, 2012 8:24 am
by ACE247
Either use Collada, which Blender and particularly 3ds max are quite good at. Or I would use the Unreal tools(free) for 3ds max to export a .psk skeleton mesh and import that in blender since both Blender and 3ds max are supported by Unreal mod tools.
Or if you really want get yourself a tool called 'noesis' which is rather effective effective ;)
On the other hand I am making a multi model converter for iqm tools, so you can just drag and drop your file onto the converter.exe and voila get instant output, or batch process a whole folder.

Re: How about adding IQM Format?

Posted: Wed Apr 25, 2012 9:38 am
by Mel
I've been looking for ways to export skinned meshes from MAX, for now, only the Unreal->B3D using Milkshape as converter has worked well but i rather a direct export, still that sounds good.

Re: How about adding IQM Format?

Posted: Wed Apr 25, 2012 2:57 pm
by fmx
I've recently been using UltimateUnwrap3D to convert between animated formats, its not free though

Re: How about adding IQM Format?

Posted: Wed May 09, 2012 7:46 pm
by REDDemon
Yes please. Usually there is many support for crap(well nothing is really crap, but usually model formats are more usefull inside 3D editors than inside games) file formats while good file formats are rarealy supported. I vote yes and I hope you'll be successfull with that. At first look IQM is very good. Where are specifications for that file format?

Re: How about adding IQM Format?

Posted: Wed May 09, 2012 9:14 pm
by ACE247
Well Im working on it, the specs and much code are on the iqm page.
First and foremost though I have much much other work, else this would be done in a jiffy. :)

Re: How about adding IQM Format?

Posted: Wed May 29, 2013 5:02 pm
by poVoq
Any update on this? A good character model format seems to be really missing from Irrlicht.

Re: How about adding IQM Format?

Posted: Thu May 30, 2013 6:34 am
by ACE247
Yikes I completely forgot I started this! I'll get back on it If I can find the time ;)

Re: How about adding IQM Format?

Posted: Wed Oct 22, 2014 4:52 pm
by hendu
FYI, I've added support for static IQE:
http://irrlicht.sourceforge.net/forum/v ... =2&t=50323