MD2, OBJ, or 3DS?

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13 comments, last by Dwarf with Axe 22 years, 1 month ago
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
.X? I thought that was DX exclusive... Shows how much I know!

~Dwarf
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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]
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
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?

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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
| The Hitchhiker''s Guide to Programming |"That is not dead which can eternal lie,And with strange aeons even death may die."-H.P. Lovecraft
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
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
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.
Personaly I plan on using Q3 MD3 format, mainly because I''m using G-max (the free 3d studio) and u can get an exporter for that which does MD3 format files

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