Loading the models .x files
Is the "CD3DFile" class, that comes with D3DX utility, the only method to load .x files ? Is this the way everyone does in their 3D games or do they have their own games or do they use their own rountines to load the models or altogether a different file format that the .x file format ?
Can anyone give me locations of some good articles about the .x file format and how they are loading without using the CD3DFile ?
Thank you very much in advance for any help.
Thanks
Arun
Sorry guys. I think the first paragraph is too confusing.
My question in the first paragraph is :
1. Do all the professional games use .x file for storing models ?
2. If the above question (1) is true, do they have their own custom rountines to load the models from the .x files or do they use the same "CD3DFile" class ?
Thanks
Arun
My question in the first paragraph is :
1. Do all the professional games use .x file for storing models ?
2. If the above question (1) is true, do they have their own custom rountines to load the models from the .x files or do they use the same "CD3DFile" class ?
Thanks
Arun
Try to look at the article on the homepage of this site.
To your first questions: most games use its own file format not X file with their own custom routines.
Wolf
To your first questions: most games use its own file format not X file with their own custom routines.
Wolf
The *.x file format is documented in the SDK, so the information is there if you want to write your own loader, but I use my own format.
Thanks for the information.
How difficult is it to write our own format ? How do we export the models and scenes from 3d max to our format ? Do we need to write a plug-in for that ? Do I need to have a thorough knowledge of 3D graphics and how 3dStudio has it models represented to write my own format ?
How do I go about it ? Can anyone give me suggestions asto what criteria should I consider when I write my own format and how do I implement it ?
Thanks
Arun
How difficult is it to write our own format ? How do we export the models and scenes from 3d max to our format ? Do we need to write a plug-in for that ? Do I need to have a thorough knowledge of 3D graphics and how 3dStudio has it models represented to write my own format ?
How do I go about it ? Can anyone give me suggestions asto what criteria should I consider when I write my own format and how do I implement it ?
Thanks
Arun
actually, you don''t need a thorough knowledge of 3d graphics, but you DO need a thorough knowledge of I/O functions. you have to parse your own data if you want to use the 3ds format. the format spex are available at www.wotsit.org. i personally have not created a 3ds parser yet, but i plan to in the future, if i have time. i currently use a program called 3d Exploration by X Dimension Software (www.xdsoft.com) to convert my 3ds files into opengl code. however, obviously the disadvantage to this is that all the models are hard-coded. i want to be able to bring in meshes via 3ds format. that''d be sweet. anyway, personally, i think it would be hard to parse the data, especially the texture coords and normals. (i have no idea how to do this!).
there''s a great beginning 3ds loader at flipcode, it was one of the code of the day entries. that might provide some insight as to how to read in 3ds files.
a2k
there''s a great beginning 3ds loader at flipcode, it was one of the code of the day entries. that might provide some insight as to how to read in 3ds files.
a2k
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