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DarkBASIC Professional Discussion / "Preferred" Model Format for DB Pro?

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Rich Brockway
23
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Joined: 2nd Jul 2003
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Posted: 2nd Jul 2003 23:51
DB Pro Staff,

I have noticed DB Pro supports several 3D model formats. Which model format is preferred?

Rich
Shady Simpson
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Joined: 15th Mar 2003
Location: United Kingdom
Posted: 3rd Jul 2003 00:26
.X objects I think.

Shadow Robert
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Location: Hertfordshire, England
Posted: 3rd Jul 2003 00:31
depends what you want to do...

DirectX Object Format (*.x) will always be the number one native format, as DBP is based on DirectX and that is the proprioty format.
however there is a new format being developed specifically for DBP called DBO which will probably be the best supported.

personally i don't oftenly use any of the native formats and design my own.

Rob K
Retired Moderator
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Posted: 3rd Jul 2003 00:40
Use the DirectX .X format.

3DS support is terrible, MDL2 / MDL3 work fine, but are for specialist models requiring boned animation and so on.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
wednesday
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Posted: 3rd Jul 2003 05:31
I thought the DirectX format was a bone-based format as well?

Or is this only for certain software (i.e Max and Maya)?
Shadow Robert
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Posted: 3rd Jul 2003 07:05
Rob... 3DS doesn't work in 1.04.1 - it'll just crash it.
MD2 and MD3 are just mesh deform models, there isn't any specialty in them at all they're pretty standard formats.

MDL is the Skeletal format supported your thinking of, but its incomplete right now as it only plays the first animation skeleton if i remember right.

and yes DirectX Format (*.x) can either be standard Heirachy, or Skin&Bone Mesh... if you use a Skin&Bone the bones apparently become limbs that you can access using the Limb Command and in theory should also be able to alter the animation - however i don't think thats properly integrated yet.

personally i'd recommend MD3, as it is the one that'll hold the least hassle - you don't have to worry about setting up modifiers properly, you don't have to worry about assigning everything up correctly ... you can just export then play animation frames. Simple and Easy

(but then i still like sticking to my own formats lol)

Lord Belial
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Posted: 3rd Jul 2003 16:10
Raven, MDL is not a Skeletal format. Its a GeoSprite format containing each set of Tri for each frame of animation. I think bone animation was added in MD2 or MD3 format.

Lord Belial
3dZmaster
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Location: Finland
Posted: 3rd Jul 2003 17:13
Whatwas this talkingabout the format dbo? Never heard of it... Could you tell more?

Current project: Dodge Viper Car Game (Not named yet) Other car models are going to be included soon
Shadow Robert
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Posted: 3rd Jul 2003 18:02
DarkBASIC Pro doesn't support Quake MDL, it support Half-Life MDL which most DEFINATELY is Skeletal Based format.

MD2 and MD3 have to be compiled WITH skeletons but are frame indexed formats.

remember i'm the one who created the importers for these formats in DarkBASIC Enhanced - i've learnt one hell of alot about them.
GLM is the first Skeleteal Quake Based format, because MDL is Values from the top<>bottom.

remember that MDL is a common term, i've noticed a few other programs use it - probably because id Software don't have a proprioty on it.


DBO or DarkBASIC Object Format, the the native object format that DBS are working on which hopefully will give you the ability to inlcude alot of things withing it natively and have full access within DB ... Skeletons / Shaders / Vertex Weighting / Vertex Colours / Alpha Materials / etc...

it was promised with p4.0 however we've yet to see it, i do look forward to it in u5.0

wednesday
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Posted: 5th Jul 2003 04:40
It would be nice if DBO included an editing program, along the lines of Croteam's SKA studio.

If you don't know what I'm talking about you should have a look at it, it's brilliant.

[href]www.croteam.com[/href]

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