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CoOlDud3

Mesh Format Confusion

10 posts in this topic

I have two questions:

 

1) Which Mesh format do the professional 3D game developing companies (EA Games, Ubisoft, Rockstar Games) use?

 

2) Are there libraries available for DirectX 9, 10 and 11, to make the process of importing mesh in that widely used format easy?

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There are many formats written out by modelling packages, and these are well documented with loaders available. Typically, because artists may make use of several of these on a game, they will be loaded to an intermediate format for processing. Granny 3D is one popular choice for that step, but very much not free.

After processing the mesh is written to another format, and there will be loaders for each platform the engine runs on, which may include Direct X. But that format will be very simple compared to the original, optimised for fast loading and designed to go straight to the GPU. Because every engine works differently, there is no common format for this final step.
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Final formats are closely related to the engine to get the best performance out of them. As an example. .nif (NetImmerse File Format) files represent a node in the engine's scene graph. So loading is fast and simple, load file, plug in scene graph and you're good to go.

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Thank you for all the helpful details. Can you provide any good resources that could teach me the process of creating my own mesh format, and building an import library for it in DirectX?. I'll appreciate It.

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You can use d3dx library for DirectX 9. The dx11 doesn't support any file format, so you'd better define your own file format.

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Oh! You are the Alin guy who made that DirectX Exporter for 3DS Max. I've been using your exporter for a while now and I gotta say you've done a great job. But I am experiencing an issue while using it. After exporting a flat plane mesh with grass.png texture on it. When I load the mesh in my DirectX9 game. The object shows, but without the textures. Can you please guide me :). 

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The basic export workflow is as follows:
1) Setup your scene.
2) In 3ds Max, choose File > Export from the main menu.
3) Click the "Save as type" dropdown list, and scroll to the end, where you will find Alin's DirectX Exporter.   Select the output directory and file name, and press OK. The configuration dialog will open.
4) Hit OK when you finish the configuration.

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