Importing 3d max mesh into own 3d game
My Question seems very elementary though.I am related to both programming and 3dmax graphics. I was wondering how is 3d mesh imported into a game as a unit or object. How is it converted or imported?
Saurabh R. Torne
Animator+Web Eng.+Developer
The directx SDK contains a .3ds to .x converter. Then you can load the .x file in with special directx functions. Alternatively, find a filter that allows 3DS MAX export to .x file format.
Look at some SDK samples, eg. with the tiger. That just loads in a .x file with a semi-complex model and shows it.
Look at some SDK samples, eg. with the tiger. That just loads in a .x file with a semi-complex model and shows it.
there are other methods of getting a 3ds mesh into an app. in 3dsmax you can EXPORT as a *.3ds file.
There are a few open source C++ classes around which have all the functions you need to load a 3ds file, and to draw it.
Try this:
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-3DSFileLoad&forum=cotd&id=-1
there are a number of these classes available for OpenGL or DirectX, you don''t have to go to the trouble of using *.x files.
--Andy (UK)
There are a few open source C++ classes around which have all the functions you need to load a 3ds file, and to draw it.
Try this:
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-3DSFileLoad&forum=cotd&id=-1
there are a number of these classes available for OpenGL or DirectX, you don''t have to go to the trouble of using *.x files.
--Andy (UK)
there are other methods of getting a 3ds mesh into an app. in 3dsmax you can EXPORT as a *.3ds file.
There are a few open source C++ classes around which have all the functions you need to load a 3ds file, and to draw it.
Try this:
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-3DSFileLoad&forum=cotd&id=-1
there are a number of these classes available for OpenGL or DirectX, you don''t have to go to the trouble of using *.x files.
There are a few open source C++ classes around which have all the functions you need to load a 3ds file, and to draw it.
Try this:
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-3DSFileLoad&forum=cotd&id=-1
there are a number of these classes available for OpenGL or DirectX, you don''t have to go to the trouble of using *.x files.
Finally registered on this site...
Is there any advantages of either? Well if you are converting the *.3ds into an *.x then the information stored in both should be the same.
*.x files can be easier when you are using Direct3D for the rendering, as there are functions within DirectX which will take care of them. You can convert *.3ds to *.x with an app in the sdk, as Fidelio_ said...
If you are using OpenGL however, you might want to use *.3ds files, with a loader and renderer from somewhere....
It really depends on what suits you best.
Is there any advantages of either? Well if you are converting the *.3ds into an *.x then the information stored in both should be the same.
*.x files can be easier when you are using Direct3D for the rendering, as there are functions within DirectX which will take care of them. You can convert *.3ds to *.x with an app in the sdk, as Fidelio_ said...
If you are using OpenGL however, you might want to use *.3ds files, with a loader and renderer from somewhere....
It really depends on what suits you best.
I''d suggest using a package like "Cal3D." It bills itself as a character animation library, but of course, it also performs model exporting and loading. You can use it just for the model loading features. Besides, I bet you''ll appreciate the animation abilities in time.
- Josh
- Josh
Flexporter (http://www.codercorner.com/Flexporter.htm) is a really good way to export from 3dsMax to an engine. You will probably want to write a program to convert ZCB to your engine format. It''s fairly easy to write your own converter, assuming you understand a little about 3d meshes.. ZCBs contains a lot of information about the Max scene.
I guess you could also export from 3dsMax into a Quake 3 format, and convert that into an internal format. But, this is not recommended because of iD''s copyright of the Q3 BSP format.
I guess you could also export from 3dsMax into a Quake 3 format, and convert that into an internal format. But, this is not recommended because of iD''s copyright of the Q3 BSP format.
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