I'm not dead... I feeel fiiine... croak

posted in Journal of Mephs
Published May 20, 2008
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Err yeah. I'm not dead!

The model exporter/loader isn't going to plan as well as I had hoped. I tried to go with an XML based format until I realised that the file sizes I ended up with were horrendous. I've been working instead on a binary chunked format similar to 3DS files, but obviously with an eye to including skeletal animation support.

So I've modified my system to work with binary data as well as XML. To put it into context, the model I am working with is a blender model I downloaded of a T-Rex. As an xml-style file it ended up a staggering 16 megs in size :(. It wasn't hugely optimised, but still!! My binary version of the same file is 955k in size, which is smaller than the original blender file, but at present lacks animation data.

Of course, with all these distractions I haven't even begun work on animation yet. I'm still trying to get uv's to load in correctly... which incidentally weren't working because of shared vertex issues. I'm currently in the middle of a horrid hack to convert from Blenders vertex/uv scheme into my own. I just wish I had a more elegant solution.

All that aside, we went all old school in the office this evening and had a mini Quake III Arena LAN party which was cool :)

Admittedly I've lost a fair amount of skill since "back in the day", but I'm quite happy with how I did... I managed to keep a decent score and I think a fun time was had by all. I really need to practise with the railgun though...

Anyhoo, sorry to anyone reading that may have been hoping got pictures... there are no piccies yet, I'll keep working on the animation stuff and hopefully get there soon.

Cheers,

Steve

*EDIT* Just managed to get it all up and running properly for the first time... so now I have a picture :) It's not too exciting, but now you can see the model in-game for the first time!



*EDIT2* and thanks to my relatively simple rendering system, I've managed to fiddle around and get ambient directional lighting working for the model within only a few minutes :)

Previous Entry New Models :)
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Comments

Milkshake
Don't be too quick to give up on XML! I have two backends to my exporter - one that dumps XML, and the other binary. I use the XML version all the time in development, and it's awesome for debugging and testing - I love it. As long as you make sure all the high frequency data (like vertex positions, UVs, normals) are stored in big flat elements the file size isn't that bad (my XML is less than twice as big as my binary).

May 20, 2008 06:54 PM
Mephs
I haven't completely given up on it. The code to load the XML is still in there. My idea is currently to develop the two in parallel and use the XML version for debugging as you have suggested.

I am however writing this in the hopes that perhaps one day I might be able to have a marketable game at the end, and I'm figuring that every easy byte saved is a good thing as regards the final download size. :)

Cheers,

Steve
May 21, 2008 01:18 AM
NineYearCycle
What? I missed Quake3 at work! FECK!

Nice work on the improt/export model btw.

Andy
May 22, 2008 09:51 AM
Mephs
lol!

Well you did say that you didn't want all those emails clogging up your inbox ;) Never mind though, I think they're planning a follow-up at some point, but not sure if they are changing to a different game or not... I hope to get some revenge in Q3A though, so I'd like it if we did that again :)

Anyhoo yeah, the export stuff is going nicely... just a shame that I'm away for a week in Cornwall now the work is taking off (and now it's looking like terrible weather in Cornwall!)... I've now got bones exporting and an early framework in place for keyframes, IPOs and all the rest of Blender's animation stuff... I'm dying to see a proper animated model all exported in my own format!!

Anyhoo... see you in a week!

Steve
May 23, 2008 03:54 PM
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