• Advertisement

Archived

This topic is now archived and is closed to further replies.

Good 3D export format

This topic is 5081 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Sorry if this is the wrong forum, but i posted on the 3D/2D artist one and it''s been days with no responce. I am looking for a good export format from 3D studio max that allows multiple texture maps, and is not saved in ascii. Poly count limit is not a very big burden since i will just import the meshes into my character editor and they will not have ridiculous numbers of polys. If you suggest a format, give the pros and cons of that suggestion. Thank you for your help. --===LITHIC===-- --===WWW.Decimation.TK===--

Share this post


Link to post
Share on other sites
Advertisement
Use gmax and export as plasma (*.p3d). As a dev, you''ll have to pay for the SDK license however. But it makes it cool for the end users.

What''s been the most popular is quake 3 format (md3).

Here''s some info on how to do it (md3 style):
Planet Quake.

Share this post


Link to post
Share on other sites
I''ve checked out several formats from 3DS to MD3 and decided it would be easiest to design my own export format that i can include all the features I need. Any helpful links for how to do this in 3DSMax? A plugin or maxscript perhaps?

--===LITHIC===--
--===WWW.Decimation.TK===--

Share this post


Link to post
Share on other sites
See the .3ds exporter source code within the SDK.



-----------------------------
Amma

Share this post


Link to post
Share on other sites
dotXSI file format, a file toolkit is available freely, also export/import plugins are available for SoftImageXSI, Maya, 3DSMax, and other popular 3D modeling software.

http://www.softimage.com/connect/xsi/

choose FTK on the left.

-* So many things to do, so little time to spend. *-

Share this post


Link to post
Share on other sites
I recommend doing it with Maxscript. It''ll be easier than using the Max SDK...even if you have no Maxscript experience, IMHO.

-John

Share this post


Link to post
Share on other sites
Sign up for SPARKS developer aid on the discreet website, then search for the article ''Writing an exporter: tutorial'' or some such. It is a step by step guide on exporting data from max. While simplistic, it is a very good start. If you are trying to get into the industry, understanding the Max SDK is a good resume bullet point. I''d certainly hire someone WITH max SDK experience over someone without.

Share this post


Link to post
Share on other sites
As Sphet says, http://sparks.discreet.com does have a decent tutorial on creating an exporter using the SDK. I believe it''s in their TechDocs section. Also, for Maxscript help, I''d recommend checking out the 3dsMax webboard at http://support.discreet.com.

Having said that, for an exporter, I''d still recommend using Maxscript. The only reason I''d consider using the SDK for an exporter is if you are exporting ridiculously large scenes that need the speed boost. Otherwise, I really do thing that Maxscript is the best tool for the job.

For what it''s worth, I think the SDK is the right tool to use for things Maxscript either can''t do, cant'' do well, or things where you need the speed boost from compiling. For instance, doing a custom Material is usually best done with the SDK, since Maxscript has some issues(both functionality and speed) with doing a custom Material. In fact, just about anything rendering related is best done via the SDK.

But again, for an exporter, Maxscript will let you do everything you need, it''ll be easier to do, and it''ll be easier to make it robust to any errors that may occur, which is an important factor when creating a robust exporter.

Just my $0.02...

-John

Share this post


Link to post
Share on other sites
A couple of things to consider. First, what do you want to export. Is it a mesh, an animated mesh, a game level, or an effect? Then, once it's exported, are you going to load it into your own game engine. Are you going to write the loader for that or use a 3D engine that's already developed and use it's loaders. You might want to go with your own format if that's the case, then you can get exactly what you want, but you gotta roll your own import/export stuff. Then which 3d modeling program are you going to use to build your meshes? I like Blender, it's free and it got some of the best character animation tools and support that I've ever seen. For 3d animated meshes for characters, I recomend the MD2 (quake 2) or MD3 (quake 3) format, for static, I'd go with either 3DS or OBJ. There are a bunch of free models out there to use a place holders until you get your own models (or just use the free ones if they work), Just my two cents.

Cheers,

Bob

[shameless plug]
My MD2 import/export script for Blender is at: My website
[/end shameless plug]


----------------------------------
Halfway down the trail to hell...

[edited by - scourage on January 18, 2004 9:09:43 AM]

Share this post


Link to post
Share on other sites
Certainly maxscript is easier, but really make sure
that - as already has been said - you don''t need to create large files and that you don''t need to script plug-ins (materials, new nodes etc).

"ridiculously large scenes" - depends on the format, but i.e. using VRML and scenes with 150k - 200k tris (+ normals, materials, interaction-scripts etc) will create big files and it will take quite some time. The speed difference is not to underestimate.
I also had a big slow-down on writing to LAN-drives - this hasn''t been confirmed by other discreet-webboard-users but i think its anyway better to first write to a local disk and then to move the file to the LAN-drive.

The interface for scripted plug-ins for maxscript is limited. Materials are buggy and geometry plug-ins are quite limited, i.e. access to common node properties in the creation functions is not possible.

On the other hand, check out what the guru Bobo is doing!

Anyone has taken a deeper look into the XSI format? I think I heard or read somewhere that the motion builder format is good... but don''t knwo if its a open spec.

Share this post


Link to post
Share on other sites
quote:
Original post by Dom77
Anyone has taken a deeper look into the XSI format? I think I heard or read somewhere that the motion builder format is good... but don''t knwo if its a open spec.


I use it, as does Half-Life 2, NAMCO, CAPCOM and other gaming firms.
The File Tool Kit makes it easy to access the file format, at a semantic level.

You can use if for everything, from single non animated objects to levels.
(You might want to tweak an instance mechanism for levels as none is provided.)



-* So many things to do, so little time to spend. *-

Share this post


Link to post
Share on other sites
::For Scourage::

Hi, my name is juan david and i´m learning the great blender... i´m specially interested in making models for quake 2 games, i found your plugin to import/export md2 and obj, but i cannot get them to work...

Once i click the import md2 option, i get an error message and "check console", here´s how it looks:



and this is what consloe shows:



PleASE help....

PD: i´m using phython 2.3.3 and blender 2.32

[edited by - pielRoja on March 24, 2004 3:45:24 PM]

Share this post


Link to post
Share on other sites
pielRoja:
I can''t get his scripts to work, either. They simply crash Blender on OS X, but it probably has more to do with the fact that Python support for the OS X blender is not exactly complete.

Share this post


Link to post
Share on other sites
Hey, i got them to work. I was using python 233. uninstalling it, deleting all python references and downgrading to 223 worked.

Blender 2.32 still uses python22.dll not python23.dll.

Share this post


Link to post
Share on other sites

  • Advertisement