OpenGl, 3d models, and one confused programmer

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7 comments, last by Offipso 22 years, 9 months ago
Ok, here is the thing: Say I make a model of something in a modeling program (I am using 3d studio max), and I want to put it into a C++ program using OpenGL. How is this possible? Do I need to save the model as a special format, convert it, or make a file refering to it, or none of the above? I have a book on OpenGl, and a book on 3d stuido max, but none on combining the two! If you want more specifics: say a model of a map for a level, or a model of a ship or something for a flight sim. Any help is greatly appreciated, ooh, and do tell if you know of any books that cover this subject in more detail. -Thanks in advance!
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what you are looking for is the book
Opengl Game Programming my Kevin Hawkins and Dave Astle
(they are both gamedev.net staff i think)
There is a whole chapter that explains how to load
a .md2 model (quake2) into an opengl engine. Im pretty sure
you can make a .3ds and convert it to .md2 in some way...

There is nothing in this book on loading map files though, I will
eventually make a tutorial on this on my webpage =P

hope this helps

www.gamedeveloper.f2s.com

Edited by - mnok on June 27, 2001 2:09:10 AM
www.gamedeveloper.f2s.com
If you are serious about your project (if you spend the kinda dough it takes to purchase 3DS Max you should be), you probably want to create a plugin for 3DS Max using the Max SDK. You can convert 3DS files to other formats and then load them that way, but you invariably end up losing something along the way, normally texturing/skinning gets distorted. The only way that I have found to really preserve things exactly the way you create them in Max is to either A) load the actual .Max file and seperate what you need from what is 3ds specific, or B) Create a plugin that will export your 3DS scene into your custom file format. Not a whole lot of documentation comes with 3DS Max about this, but I have been down that road and if you need some help just let me know

Seeya
Krippy
"There is nothing in this book on loading map files though, I will
eventually make a tutorial on this on my webpage =P"

You would have to make your own level editor for that (well, you could use someone else's, but really, whats the fun?), and that is something that would've taken OGLGP's page count to about 150 more pages for anything decent.

I am also planning to do an .md2 tutorial very soon (almost have the code perfect), so if you're interested in that, wait about a week.

Thanks for the extreme help you're giving him Krippy2k!

------------------------------
Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials

Edited by - ShiningKnight on June 27, 2001 8:29:25 AM
whooop!
cant wait
www.gamedeveloper.f2s.com
Thanks for all the help, and that tutorial sounds great! I''ll look into that book in a bit, but for now I''m just trying to find a decent compiler (my visual c++ 6 hates me), so wish me luck!
Trent

I am very interested in your .md2 tutorial, I can definitly wait a week.
I am concern about two points.
1) .md2 is an animated file, how can I store the separate .3ds keyframes files in one .md2 file?
2) The max number of polygons per mesh supported by .md2 is abt 4000.
The new 3d card can do better. Is it possible to modify the file format to increase the number of polygons?

Thanks and regards
Alberto
Check out plib.sourceforge.net
comes with loaders for ASE (ascii scene export from 3ds max which is what I use to load in cubes & other objects) and MD2 (quake 2 models).
Works a treat!
The open source game Egoboo (egoboo.sourceforge.net) loads MD2s. (and the code''s comprehensible by humans no less! )

It''s GPL, though, so that might be an issue if you don''t want to/can''t release source.

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