another feature request(sorry ^^) MD3 support

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vermeer
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another feature request(sorry ^^) MD3 support

Post by vermeer »

...not to make it a trend(features requests)...


...but...while I prefer *.x by far,md3 can come handy for when making games for low specs machines. As no weights computation is needed, just an interpolation of meshes. Indeed, I mean md3 in a md2 style : single piece character meshes, not chunked ones to be melted in joints by the engine. that is, no need of tags. At least imho that'd be a great minimal support of it. While tags may be useful to others...but this days, imho as you can export a good md3 out both gmax, max and blender with no problems, would be a very nice format, much better than md2 (as md2 trembles in its vertices, has several ugly limits in polycounts and graphic features, and is only linear interpolation)..

like with md2, the artists need to hide the uv seams in non seen parts of the geometry. None of these formats support more than a uv vertex per 3d vertex, so it unwelds there, and create a mesh (and so) smoothing crease, usually terriibly ugly in your hardworked animated character... So, when u do an md3 or md2 (or *.3ds) u need very good planning when doing Uvs (and skilled in uv mapping, in general)

So, this is the biggest problem I see with the format...it breaks the mesh there, showing it ugly...is it hard to force the md3 loader to do a "weld coincident" vertices in the loading proccess ? As it'd plainly rock. And if so, it'd make md3 the perfect format for be loaded in very low machines. As allways, depends on your target audience, but having this option would simply rock.

Sorry , Niko, is not to add you more work, just a question ;)
Well, there was someone who did the md3 loader...how hard would it be to make this? Dunno, it'd rock to force the loader to do that coincident vertex weld, and include the md3 format natively for all future releases...
many people like Gmax, and is practically the only format for char anims to be exported from there(thanks to Chris Cookson) That besides blender also has a working md3 anim export.(I tested both things to work perfectly, just not with Irrlicht.both where in the way I prefer md3 files: single piece, no tags, no shaders but keeping the spline (smooth and keeps the kind of "tempo" I gave while animating between keyframes... *.x does this , too.!) interpolation. the simplest concept of it, that is.)

Is the less-heavy option of exporting a weights and bones character animation, just no bones or weights to be computed ingame by the card or cpu ,software mode... Just a bake of vertices animation with the mentioned interpolation..(dunno if it keeps the curves motion interpolation, or simple does its own thing)

Not an strong matter, but i think would be good for the engine and the projects, as an added possibility :)
Finally making games again!
http://www.konekogames.com
hybrid

Post by hybrid »

I finally found some time to test the MD3 loader (made by Fabio Concas) and it works, even with latest Irrlicht 0.14. I experienced some problems with texturing, but general model structure was displayed and all vertices were displayed correctly. I assume only some path problems with the textures, but I do not know these formats too well. Just check it out, a patch file to add md3 support to Irrlicht is available at http://parsys.informatik.uni-oldenburg. ... d/irrlicht
vermeer
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Post by vermeer »

cool, thanks!

:)

I downloaded. As I yet haven't started any game targeted to low machines, but is planned. And md3 is great for this.

Yet though, theformat those not support shared vertices UVs, so uv island borders must be hidden in non seen places of th emodel, unless is possible to do some sort of welding at loading time...

Summarizing, great thing to know this works in latest Irrlicht.

Thank you!
Finally making games again!
http://www.konekogames.com
pfo
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Post by pfo »

Vermeer: why don't you make the md3 loader? It sounds like you know more about it than most of us, and if you have an existing loader, you can use that as a reference for your own. You could even try to add your features to overcomes md3's limitations, and if it was really good I'm sure Niko would put it in the engine.
vermeer
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Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

Basically because I am only a 2d/3d artist, but I am absolutely unable to code, to program.

My knowledge is only from the artist point of view. A quite technical artist but cannot code a single hello world line. Let alone a 3d format loader.


Actually what I know is in some cases, the coders in certain engines, have been able to once loaded the md3, weld somehow the mesh vertices there it got broken by the format, as the engines usually do support several UV vertices per 3d vertex. is the format what cuts it. Happens also with md2, and *.3ds. It's ugly as can break smoothing in unwanted places: ie...make a symetrical UVed human face, so that half of the face UV vertices have been mirrored and welded together to use better the texturing space, and bang! uglys smoothing seam (sharp edge) in the middle of the face...

of course , this is avoided as was in the past: put the seam in hidden places, like in a head, would be under the chin, where neck and head do join.That part is rarely seen. But well, much more flexibility and possibilities with modern formats like x...which support several UVs per vertex. But the attractive point of md3 is...Nicer and better precision, also more polycount than md2,yet can be used as an md2...and runs better in low powered machines...(weights calculation eats many machine resources, specially when 3d card does not support them and must be done by software...low machines often does nto have much 3d card features. Or are weak if present. )
Finally making games again!
http://www.konekogames.com
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