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Posted 02 November 2011 - 01:59 PM
Posted 02 November 2011 - 11:48 PM
Posted 03 November 2011 - 12:05 AM
Posted 03 November 2011 - 10:26 AM
Posted 03 November 2011 - 11:39 AM
My preferred approach is to create your custom format from an intermediate format, such as Collada, via a conversion tool.
e.g. "*.max" -> open in 3DS max -> export to Collada -> "*.dae" -> run conversion tool -> "*.yourEngineModel"
This way you get the benefits of a custom file format, but also don't have to write plugins for art tools. You can use a library like Assimp to help with the conversion tool.
Posted 03 November 2011 - 04:06 PM
You'd have to find or write an MD5 exporter. N.B. MD5 is an engine specific format for the Doom3 engine (and IIRC Doom3's art was mostly made in Maya), so I wouldn't expect to find any official support for it anywhere.
Another question: If I decide to go with the MD5 format, how do I export models from 3ds Max to MD5? 3ds Max doesn't seam to be able to export to MD5.
Posted 03 November 2011 - 09:55 PM
Posted 04 November 2011 - 02:23 AM