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derek7

Is md3 binary format?

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Guest Anonymous Poster
thats not a sentance...

yes md3 is binary, in that its not ascii... I dont know of any games which use an ascii model format!

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most game use ascii format. for example md5 .x .obj etc.....
for example: it is from .x flie. all is store in ascii code.
xof 0303txt 0032
template XSkinMeshHeader {
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
WORD nMaxSkinWeightsPerVertex;
WORD nMaxSkinWeightsPerFace;
WORD nBones;
}

template VertexDuplicationIndices {
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>
DWORD nIndices;
DWORD nOriginalVertices;
array DWORD indices[nIndices];
}

template SkinWeights {
<6f0d123b-bad2-4167-a0d0-80224f25fabb>
STRING transformNodeName;
DWORD nWeights;
array DWORD vertexIndices[nWeights];
array FLOAT weights[nWeights];
Matrix4x4 matrixOffset;
}


Frame Scene_Root {


FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}

Frame playerhead {

FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}

Mesh {
256;
0.350073;6.184872;0.006580;,
0.297166;6.258191;0.037746;,
0.308615;6.208495;-0.065278;,
0.278809;6.308466;-0.060885;,
0.299376;6.414592;-0.028226;,
0.245403;6.256544;-0.135780;,
0.241706;6.333862;-0.101654;,
0.236180;6.488683;-0.105232;,
0.171261;6.425933;-0.129882;,
0.119133;6.361538;-0.177956;,

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Guest Anonymous Poster
Games usually don't use ascii formatted files. Some modelling tools do, or at least provide support for them.

Since you don't want to 'type' model files by hand but use a modelling tool instead, why would you want to use an ascii file rather than a binary file? Binary surely is the fastest and most compact format here.

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Quote:
Original post by derek7
most game use ascii format. for example md5 .x .obj etc.....
for example: it is from .x flie. all is store in ascii code.
*** Source Snippet Removed ***
.obj is more of an intermediate format than a game format; if any application uses it, they usually convert it to some other internal format (which is usually binary).
Is there not a binary .X format too?

There's usually no reason to use a text-based format anyway, since a binary file will be more efficient, harder to extract (If you're worried about people extracting your assets), and faster to parse and load.

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Quote:
Original post by Evil Steve
Quote:
Original post by derek7
most game use ascii format. for example md5 .x .obj etc.....
for example: it is from .x flie. all is store in ascii code.
*** Source Snippet Removed ***
.obj is more of an intermediate format than a game format; if any application uses it, they usually convert it to some other internal format (which is usually binary).
Is there not a binary .X format too?

There's usually no reason to use a text-based format anyway, since a binary file will be more efficient, harder to extract (If you're worried about people extracting your assets), and faster to parse and load.


do you see .def file in DOOM3? it is ascii file too. I can edit it in text editor to change weapon attribute. Is there some reason do this way?

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Quake 3's .md3 files are indeed a binary format. If you want some md3 files your best bet would be the Quake 3 section on polycount (D'oh ...appears they are overhauling the site ...umm just google for custom Quake 3 models [wink])

Doom 3's .md5mesh files are ascii (as are the maps etc). I am not sure why id decided to go with an ascii format but i'm not complaining as the md5mesh format is considerably nicer than md3. [smile]

Regards,
ViLiO

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