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MD2, OBJ, or 3DS?

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Just starting my venture into 3D models and am curious as to which one would be good to start learning with. I''m looking for a coder-friendly one if possible, and it doesn''t have to be really fancy. Any articles or tutorials (I''ve found a lot) would be appreciated too. Thanks! ~Dwarf

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ms3d? (Milkshape 3d''s file-format) There is a great tutorial on that format on Nehe.Gamedev.net.
Personaly I started with .x format. (for use in opengl

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Dwarf, well when you think about it, a file is going to be a list of vertecies, UVs, etc no matter what....it depends only on how you read it in

I know I found OBJ pretty intuitive to read in, but that's just me


A CRPG in development...

Need help? Well, go FAQ yourself.




[edited by - Nazrix on March 17, 2002 1:35:14 PM]

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No file formats are exclusive to anything
MS3D is pretty easy to load, but animation is very complex.
MD2 is probably easier to even load, and animation is simple linear keyframe interpolation.

Do .X files have animation?

||--------------------------||
Black Hole Productions
http://bhp.e-chrono.net/
Resident expert on stuff
max621@barrysworld.com
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Animation in .x files just becomes (like everything else Microsoft makes) horrifically complicated...
I personally like the ms3d format but that''s just me...
-Jesse

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I picked the .x format because I didnt know of the ms3d-tutorial at the time. If I would have to do it all over again, I would choose the ms3d sice it seems easier. What format you choose is irellevant. Most contain the same stuff

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what about ase? text based files make for easy debugging

btw this is what i use

VeNT_MODEL_4_02
NUM_FRAMES: 1
NUM_MESHES: 1
TOTAL_VERTS: 96
TOTAL_TRIS: 96

BOUNDINGBOX
{
ROT: 1.000000 0.000000 0.000000
0.000000 1.000000 0.000000
0.000000 0.000000 1.000000
POS: 0.000000 0.000000 0.000000
SIZE: 3.000000 0.500000 3.000000
}

MESH
{
MESH_NAME: saucer
HAS_NORMALS: YES
NUM_VERTS: 96
NUM_TRIS: 96
NUM_TRI_GROUPS: 1
TRI_GROUP:
{
TRI_GROUP_TYPE: GL_TRIANGLES
NUM_INDICES: 288
INDICES:
0 2 1 50 3 2 51 4 3 52 5 4 53 6 5 54 7 6 55 8 7 56 9 8 57 10 9 58 11 10 59 12 11 60 13 12 61 14 13 62 15 14 63 16 15 64 1 16 1 18 17 1 2 18 2 19 18 2 3 19 3 20 19 3 4 20 4 21 20 4 5 21 5 22 21 5 6 22 6 23 22 6 7 23 7 24 23 7 8 24 8 25 24 8 9 25 9 26 25 9 10 26 10 27 26 10 11 27 11 28 27 11 12 28 12 29 28 12 13 29 13 30 29 13 14 30 14 31 30 14 15 31 15 32 31 15 16 32 16 17 32 16 1 17 65 34 33 65 66 34 66 35 34 66 67 35 67 36 35 67 68 36 68 37 36 68 69 37 69 38 37 69 70 38 70 39 38 70 71 39 71 40 39 71 72 40 72 41 40 72 73 41 73 42 41 73 74 42 74 43 42 74 75 43 75 44 43 75 76 44 76 45 44 76 77 45 77 46 45 77 78 46 78 47 46 78 79 47 79 48 47 79 80 48 80 33 48 80 65 33 33 34 49 34 35 81 35 36 82 36 37 83 37 38 84 38 39 85 39 40 86 40 41 87 41 42 88 42 43 89 43 44 90 44 45 91 45 46 92 46 47 93 47 48 94 48 33 95
}
TEXTURE_COORDS:
0.500833 0.500000
0.750417 0.500000

etc

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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How do you get animations in this, and what about materials.
Just twondering. I think about an own model file format, but I''M not quit sure whats the best way, thinking about animation.

BTW: Visited yout engine site. Very inpressive.

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Actually, the math involved with md3 is no more complex than basic 3D stuff. I actually use OpenGL transform calls with the md3 "bones" (tags.) Tags aren't exactly bones though (md3s aren't soft skinned), so they're easier to implement. Tags are just a rotation matrix and a vector (no quaternions or anything like that.) Bones in ms3d are more complex than tags in md3, in fact.

[edited by - impossible on March 17, 2002 12:50:49 AM]

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quote:
Original post by atlnewbie
maybe im clueless but what about XML


Zedzeek''s format could well be written in XML, however if you are modeling with anything else you would have to write a to XML converter to use it (as I dont know of any 3d package that exports XML data for 3d models)

but it is an intresting idea...

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