Which 3d format is the best... for Irrlicht?
Which 3d format is the best... for Irrlicht?
Lets say I want to convert all my objects into one format, and then remove all the loaders for Irrlicht, except for that one format... which would I choose?
I was thinking of using the MIM format (is that the right name?) but I can't find anything about it.
So which is best... speed wise, size wise, etc? I guess they all eventually become Irrlicht's internal format, eh? So then which one would have the most features for all the other models type to become? Is there any way to get Irrlicht's internal format for saving?
Did any of that make any sense? HAHAHA.
I was thinking of using the MIM format (is that the right name?) but I can't find anything about it.
So which is best... speed wise, size wise, etc? I guess they all eventually become Irrlicht's internal format, eh? So then which one would have the most features for all the other models type to become? Is there any way to get Irrlicht's internal format for saving?
Did any of that make any sense? HAHAHA.
I'm no expert, but I would have to say .X as it can load it's textures and can contain animations.
It seems to be the most complete format.
I have no clue about how mim works out.
It seems to be the most complete format.
I have no clue about how mim works out.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
in my opinion the best format for the scenarios and objects is .MY3D because it have lightmaps and nice alpha channel managment (buggy in irrlicht 0.11.0) i use my3d and for animated meshes i use .X is good but could be better, by other side we have CAL3D, its amazing but hard to implement and very hard to export correctly from 3dsmax and blender but is the best for character animation, if somebody learn how to use it write me
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Guest
sorry, forgot...
I'm not much around here, lately.
These are not the latest, as he had some really advanced ones, but I have lost the very latest of mim and oct tools...but...I remember even preview to these ones, it was absolutely good and functional already...
pasting from this other thread that I have now made :
http://irrlicht.sourceforge.net/phpBB2/ ... 5863#45863
MYSELF WRITTING ABOUT IT
==============
Sorry...plainly forgot...
Well, Im sure these arent the latest....as I remember testing ones that actually worked as a windows app (with shift click) ...that referring to mim tools...and to oct tools (Blender's way
) ...probably the python script for Blender...yet needed the mesh to be a single mesh, not made of several objects...but can't say...I'm not very much on free tools and these things lately...
The mim tools advantage is that uses OBJ format, so any free or not free tool would do. I have done lightmapped levels with these tools, and checked my levels with the simpleviewer he made, quite nicely. It was a dos batch file, quite easy to use. Just u need a bit to read the doc.
The oct tools...may be more deep, as u need to know Blender, to know to use/install its plugins, and...to use well FSRAD (he also made a version running under wine working, but probaly is not in this zip...)
But I also got it to work. And the viewer showing both rt opengl lights done in Blender, as well as the whole way of going to fsrad and displaying later on the OCT file. He made also an oct loader, and mim loader for Irrlicht, and both are in this zip.
ABout the use of all of it, remember well to read the doc, and remember that FSRAD has a hige button of help somewhere on its interface...so, to go the Blender route, (just in case you can't lightmap with other thing, but if I remember well, you can use also fsrad with MIM tools and OBJ format) read that help too.
http://www.sendmefile.com/00019313
there it is the 5 MB zip, but just remmeber: it'll stay only 14 days since the date of this post...rules of an already generous free file hosting....
BTW, I haven't known about Murphy dunno how's him...perhaps he couldn't get an inet connection(was having probs even to get a machine to code) there where he lives now, and so, abandoned the development of this....
I'm not much around here, lately.
These are not the latest, as he had some really advanced ones, but I have lost the very latest of mim and oct tools...but...I remember even preview to these ones, it was absolutely good and functional already...
pasting from this other thread that I have now made :
http://irrlicht.sourceforge.net/phpBB2/ ... 5863#45863
MYSELF WRITTING ABOUT IT
==============
Sorry...plainly forgot...
Well, Im sure these arent the latest....as I remember testing ones that actually worked as a windows app (with shift click) ...that referring to mim tools...and to oct tools (Blender's way
The mim tools advantage is that uses OBJ format, so any free or not free tool would do. I have done lightmapped levels with these tools, and checked my levels with the simpleviewer he made, quite nicely. It was a dos batch file, quite easy to use. Just u need a bit to read the doc.
The oct tools...may be more deep, as u need to know Blender, to know to use/install its plugins, and...to use well FSRAD (he also made a version running under wine working, but probaly is not in this zip...)
But I also got it to work. And the viewer showing both rt opengl lights done in Blender, as well as the whole way of going to fsrad and displaying later on the OCT file. He made also an oct loader, and mim loader for Irrlicht, and both are in this zip.
ABout the use of all of it, remember well to read the doc, and remember that FSRAD has a hige button of help somewhere on its interface...so, to go the Blender route, (just in case you can't lightmap with other thing, but if I remember well, you can use also fsrad with MIM tools and OBJ format) read that help too.
http://www.sendmefile.com/00019313
there it is the 5 MB zip, but just remmeber: it'll stay only 14 days since the date of this post...rules of an already generous free file hosting....
BTW, I haven't known about Murphy dunno how's him...perhaps he couldn't get an inet connection(was having probs even to get a machine to code) there where he lives now, and so, abandoned the development of this....
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
"Im using .dmf for Worlds/Static Geometry and .md2 (is .md3 or .md5 better?) for animated Models.
mfg, Sindwiller"
md2 is good. yet though it often, depending on the engine, shows badly illumination, and a weird trembling of the surface. That is as has no floats for accurate position or something ...besides, has some limits I dunno how much a coder can overcome, but the majority of package exporters do limit em: 4096 tris, one skin per mesh, and dunno if an skin size,(I wouldnt be stranged if is 256x256) but maybe not.
besides, it stores more memory, as stores vertices changes , so is like stroing a mesh per keyframe.
For smal meshes, it is still good chance, but not so much for long animations, or high polygon models. For strategy low pol ones, is great.
md3 , if made as one full piece, and used as md2 (mesh deformation interpolation) imho is better, as supports better texture formats and resolutions, more tris (8192 I think) , and there's a tool easy to use to make an md3 from 3ds or ASE files, made by nPhero (at my link , TOOLS DEPOT, like most stuff for md2, x, md3, converters, etc )
It has more possibilities, in general, though I'm not in favor of chunked in parts md3 models like in original quake, which left to the engine the joint bending calculations and melting.
md5 is the best, but there's no support of that in Irrlicht. Is supported now by Gmax (free) , Max, Maya , XSI (last 2 ones, needda have Doom3 game installed) and Blender.
Bones based, with weights, like *.x, but no 65,000 tris limit like x, and several other advantages over x. Yet though, there's a direct to format export in xsi and maya of *.x, while is not for md5.
for md3, there's a loader for irrlicht, or even two.
md2 is native
md5 yet does not exist, though Niko is adding collada format support, a very powerful format that is supported very well by XSI, among others.
mfg, Sindwiller"
md2 is good. yet though it often, depending on the engine, shows badly illumination, and a weird trembling of the surface. That is as has no floats for accurate position or something ...besides, has some limits I dunno how much a coder can overcome, but the majority of package exporters do limit em: 4096 tris, one skin per mesh, and dunno if an skin size,(I wouldnt be stranged if is 256x256) but maybe not.
besides, it stores more memory, as stores vertices changes , so is like stroing a mesh per keyframe.
For smal meshes, it is still good chance, but not so much for long animations, or high polygon models. For strategy low pol ones, is great.
md3 , if made as one full piece, and used as md2 (mesh deformation interpolation) imho is better, as supports better texture formats and resolutions, more tris (8192 I think) , and there's a tool easy to use to make an md3 from 3ds or ASE files, made by nPhero (at my link , TOOLS DEPOT, like most stuff for md2, x, md3, converters, etc )
It has more possibilities, in general, though I'm not in favor of chunked in parts md3 models like in original quake, which left to the engine the joint bending calculations and melting.
md5 is the best, but there's no support of that in Irrlicht. Is supported now by Gmax (free) , Max, Maya , XSI (last 2 ones, needda have Doom3 game installed) and Blender.
Bones based, with weights, like *.x, but no 65,000 tris limit like x, and several other advantages over x. Yet though, there's a direct to format export in xsi and maya of *.x, while is not for md5.
for md3, there's a loader for irrlicht, or even two.
md2 is native
md5 yet does not exist, though Niko is adding collada format support, a very powerful format that is supported very well by XSI, among others.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
I have made what you said, in order to save a few kb in the final runtime. I removed all the formats except for .ms3d (used by all the small and animated models) and .my3d (used for scenes). I do not use the .x format as TONS of models I tried to import into IrrLicht failed to load (even after resaving them with Microsoft's MView), so I decided to used these two formats, which seems to work perfectly with IrrLicht.
I agree 100% with you, the X loader is MESSED UP!Jedive wrote:I have made what you said, in order to save a few kb in the final runtime. I removed all the formats except for .ms3d (used by all the small and animated models) and .my3d (used for scenes). I do not use the .x format as TONS of models I tried to import into IrrLicht failed to load (even after resaving them with Microsoft's MView), so I decided to used these two formats, which seems to work perfectly with IrrLicht.
I'm so mad at it, as it won't load the model that I worked all day on!
Oh well, I hoping I can figure this one out.
________
Self-Funded Health Care Dicussion
Last edited by disanti on Thu Feb 24, 2011 10:34 am, edited 1 time in total.
disanti, check ur PMs, I put you one where I reply that I found certain problem with your mesh...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
i use 3dsmax 7 with service bug pack 1 and the panda .x exporter or quest 3d .x exporter, with panda i have goooood control but its a little buggy but quest3d is simple and clean i already had exported animated characters and its load perfectly in meshwiever, deepexploration 3.5 and irrlicht 0.xx.0 and inside irrlicht i can swicht the animations with IAnimatedMeshX you know, but i suppose but the .X management could be improved, i dont know how to export .x from blender in any form