IonicWind Software

Aurora Compiler => 3D Graphics => Topic started by: Ionic Wind Support Team on August 10, 2006, 12:02:54 PM

Title: File formats
Post by: Ionic Wind Support Team on August 10, 2006, 12:02:54 PM
I've just begun adding Wavefront .OBJ loading capabilities.  Any others you think would be beneficial? 

Perhaps we should have our own format as well.  While it's nice to have loaders for various formats I can do a lot more with a native one such as complete scene managament.
Title: Re: File formats
Post by: Steven Picard on August 10, 2006, 12:23:18 PM
Quote from: Paul Turley on August 10, 2006, 12:02:54 PM
I've just begun adding Wavefront .OBJ loading capabilities.ÂÃ,  Any others you think would be beneficial?ÂÃ, 

Perhaps we should have our own format as well.ÂÃ,  While it's nice to have loaders for various formats I can do a lot more with a native one such as complete scene managament.

That sounds like a good idea.  I wish I knew more about the different formats but I've heard of the format *.scene.  It's used for terrrain generators?

I figure the more formats supported the better and the easier it is use any 3D modelor and 3D Terrain builder out there.
Title: Re: File formats
Post by: Kale on August 10, 2006, 12:38:58 PM
Quote from: Paul Turley on August 10, 2006, 12:02:54 PM
I've just begun adding Wavefront .OBJ loading capabilities.  Any others you think would be beneficial?

The OBJ format would be beneficial, nice one! I also think that it may be an idea to include support for the Blitz 3D object format to try and encourage B3D users to try Aurora. Supporting the blitz format would make people more likely to switch as they wouldn't need to re-convert models or buy new modelling programs, etc. Not only this but it also makes the 'blitz only' utilities available to the Aurora community.

An Aurora only format would be cool too as long as an exporter is coded for Milkshape, etc... ;)
Title: Re: File formats
Post by: kryton9 on August 10, 2006, 01:38:41 PM
I think if directx support could be better than it currently is in Aurora that would be better.

For example in my other model viewer in another language I can bring in a direct x file that has multiple elements saved as one mesh, but each with their own textures and simple animations, mostly transform animations and they load and play fine. In aurora, only the first element gets loaded and you lose all the transform animations. Also not being able to play any animation wether boned or transform, from a start  frame to an end frame is currently not working in Aurora If those could be addressed. I think for now it would be perfect and good enough as most applications have exporters for directx already.

Your own format, a good idea but then we would need to write plugins for modeling apps. But I can see Aurora taking off in the future with all the cool things you are doing so planning for your own format is probably not a bad idea when that happens.
Title: Re: File formats
Post by: Steven Picard on August 10, 2006, 01:52:54 PM
Quote from: Kale on August 10, 2006, 12:38:58 PM...support for the Blitz 3D object format to try and encourage B3D users to try Aurora...
Excellent idea!!
Title: Re: File formats
Post by: Ionic Wind Support Team on August 10, 2006, 04:55:20 PM
I would.  If I could find any .b3d meshes anywhere.  The format is easy enough to follow from blitz's website
Title: Re: File formats
Post by: Ionic Wind Support Team on August 10, 2006, 05:00:42 PM
Quote
I think if directx support could be better than it currently is in Aurora that would be better.

Feel free to send me any meshes your having trouble with.  I can load multi textured X meshes that have multiple elements just fine.  There are two X loaders to choose from, you have to be sure your using the right ones.

The skinned X loader is from Microsoft themselves.  And it seems to work OK with the limited amout of models I have.
Title: Re: File formats
Post by: Todd Riggins on August 10, 2006, 05:28:18 PM
http://www.psionic3d.co.uk/cgi-bin/imageFolio.cgi?direct=Free%20Stuff/3D%20Models

I know the ninja model there is an animated .b3d object.
Title: Re: File formats
Post by: kryton9 on August 10, 2006, 05:41:31 PM
Ok this is a directx object, 3 elements into one mesh. You will see a brick block, an eye that moves up and down and sort of elongates and contracts when moving and a cylinder acting as a shadow.

I will send the code I wrote in the other language and you can see I only open up the one directx file that is included in the zip.
I will attach a jpg too so you can see what you should see once the object is rotated properly in the model viewer.

Sorry the executeable even zipped was too big too attach.
Title: Re: File formats
Post by: Ionic Wind Support Team on August 10, 2006, 11:24:15 PM
OK I do have the loader displaying all models in the .X file now.  It was loading them, just not doing anything with any extra frames.

Getting it to animate is another matter.  The skinned X loader was designed for boned/skinned animations only.  I'll have to create a separate interface to handle framed animations.
Title: Re: File formats
Post by: J B Wood (Zumwalt) on August 11, 2006, 07:04:35 AM
B3D attached including all files needed for it.
I gened this in T.Ed (one of my terrain editors, I love this program)
Title: Re: File formats
Post by: kryton9 on August 11, 2006, 10:04:47 AM
Frame animations are a lot easier to put together, so that will be great.

On the tiny model, I couldn't get it to play within a range of frames either. That is a start and end. That might need some checking also, but I am not sure if I was sending the right info in the parameters either, but thought I would mention it :)
Title: Re: File formats
Post by: Ionic Wind Support Team on August 11, 2006, 10:10:00 AM
Skinned animations are in tracks.  There isn't a start and end, just a time.  The 'end' parameter is ignored and the 'start' parameter is used to specify the track to play.

Title: Re: File formats
Post by: kryton9 on August 11, 2006, 10:15:18 AM
So you would just pass it the name of the track you want to play in the start? THat is if there was a walk set, fall set, idle set. You would just send it the name of the set?  'walk', 'fall','idle'  ?
Title: Re: File formats
Post by: Ionic Wind Support Team on August 11, 2006, 10:20:22 AM
The ID of the animation.  They start at '0'.  Or use '-1' to stop the animations.

Right now the engine has better support for MD2.  You can refer to the animation by name.
Title: Re: File formats
Post by: kryton9 on August 11, 2006, 10:33:27 AM
Thanks, for the info and efforts. I also saw the reply about features that will be coming in another thread and was drooling. Definitly lots of fun things to play with now and in the coming future!!
Title: Re: File formats
Post by: John S on August 11, 2006, 06:51:32 PM
Has anyone used Blender?
Is it compatible with DirectX9c?

http://blender.org/cms/Home.2.0.html

There is also a sale on Truespace4.3 ($19.95 US) - how about TrueSpace4.3?
Title: Re: File formats
Post by: kryton9 on August 11, 2006, 07:01:19 PM
I wrote to caligari, that version doesn't have support for direct x format.

Title: Re: File formats
Post by: Steven Picard on August 11, 2006, 07:23:11 PM
Quote from: John S on August 11, 2006, 06:51:32 PM
Has anyone used Blender?
Is it compatible with DirectX9c?

http://blender.org/cms/Home.2.0.html

There is also a sale on Truespace4.3 ($19.95 US) - how about TrueSpace4.3?

I downloaded Blender3D and I am trying to learn basic modelling right now.  It says it exports to .x format so I am assuming it should be fine.
Title: Re: File formats
Post by: John S on August 11, 2006, 08:01:08 PM
I have lots of 2D AutoCad experience, but now 3D experience.  I downloaded Blender too and hope to find time to work on it.
Title: Re: File formats
Post by: kryton9 on August 11, 2006, 08:07:00 PM
they have lots of tutorials, both written and video, recommend you watch them and go through them.
Title: Re: File formats
Post by: Ionic Wind Support Team on August 13, 2006, 10:59:53 AM
Quote
I will attach a jpg too so you can see what you should see once the object is rotated properly in the model viewer.

.X file animation is now working like it should.  Your eyeball is happily bouncing away.
Title: Re: File formats
Post by: kryton9 on August 13, 2006, 12:06:05 PM
Great Paul will check it out when the next update is out. Will it support start and end frames too? The reason am asking is going to work on the mech model and was wondering if I should plan it out or just do one whole cycle. Thanks.

Since got you into direct x more, will ghosting and fading be supported for models, this way can get nice looking glass effects and such.
Title: Re: File formats
Post by: Ionic Wind Support Team on August 13, 2006, 12:08:35 PM
One step at a time ;).  The .x format is simply a nightmare to work with.
Title: Re: File formats
Post by: kryton9 on August 13, 2006, 12:30:13 PM
I can imagine Paul, thanks for all done so far!!
Title: Re: File formats
Post by: Zen on August 13, 2006, 04:54:55 PM
Well i have never made Plugins for Max but if we had our own file format, we could maybe code a plug-in for max too. But the idea of having our own file format is an awesome idea! Especially as we could then make a community based world editor project or something along similar lines etc.

What does everyone say about that?

Lewis
Title: Re: File formats
Post by: kryton9 on August 13, 2006, 07:30:24 PM
That would be neat, a world builder, light mapper and particle designer. Those would be cool. That is an interesting idea having community projects like that around an Aurora file format.

Directx has lots in it, just hard to find info on how to implement it. Would love to know to help Paul with writing routines to tap into all it offers. But it is beyond me at the moment.
Title: Re: File formats
Post by: J B Wood (Zumwalt) on August 13, 2006, 08:48:01 PM
Lets just start with using formats that are known, ones that gamespace can use for instance.
.X, obj (even Bryce uses that), B3D (blitz format), the MD's, etc.
Title: Re: File formats
Post by: Steven Picard on August 15, 2006, 09:05:33 AM
Perhaps a very stupid question.ÂÃ,  ;D

What's the difference between .x and .dxf formats?ÂÃ,  Are they pretty much the same or is one less capable than the other?

I am looking at various apps for 3D and terrain modeling mainly for their ease of use, price and export formats.  Some I see as exporting to .x and some to .dxf.
Title: Re: File formats
Post by: kryton9 on August 15, 2006, 10:50:25 AM
They are 2 different formats. .x is what you want.   dxf is used in CAD programs. So you see it in Modeling programs allowing you to import and export stuff from those CAD packages.
But to store all the things a modeling package offers you need .x
Title: Re: File formats
Post by: Steven Picard on August 15, 2006, 10:37:36 PM
Quote from: kryton9 on August 15, 2006, 10:50:25 AM
They are 2 different formats. .x is what you want.   dxf is used in CAD programs. So you see it in Modeling programs allowing you to import and export stuff from those CAD packages.
But to store all the things a modeling package offers you need .x
Thanks for the explanation!
Title: Re: File formats
Post by: kryton9 on August 15, 2006, 10:48:57 PM
You are welcome. I think for games directx format .x offers alot. It is just a problem getting exports of directx to work across all apps that can use it. One of these days I will buckle down and try to figure it out.

I have been reading up on wavefront obj files as Paul said he is developing for it. From what I can tell, you can't store animation info in that format, although it says wavefront is a powerful program that offers that, so kind of confusing.

Here is the link for the file info:

http://www.fileformat.info/format/wavefrontobj/

Title: Re: File formats
Post by: kryton9 on August 15, 2006, 10:54:39 PM
Paul you might want to look at this too for the future.

http://www.fileformat.info/news/2005/03/14/alias_fbx.htm
More info here:
http://usa.autodesk.com/adsk/servlet/index?id=6837478&siteID=123112
Title: Re: File formats
Post by: J B Wood (Zumwalt) on August 16, 2006, 07:07:37 AM
I am still crossing my fingers for the B3D format!
Title: Re: File formats
Post by: Kale on August 16, 2006, 09:20:17 AM
Paul, ever thought about supporting the Milkshape format (ms3d)?

http://www.milkshape3d.com/
http://astronomy.swin.edu.au/~pbourke/dataformats/ms3d/
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=31
Title: Re: File formats
Post by: kryton9 on August 16, 2006, 09:32:39 AM
Now I see why there are so many differnt formats, here we are a handful of guys so far and we all want different formats :)

Kale- abour delebD... that is a neat program. I played with it before.

Zumwalt - about konking out, no worries. When that happens you know you needed some sleep :)

I can't wait to get back home tonight and get back to work on the fps control :)
Title: Re: File formats
Post by: J B Wood (Zumwalt) on August 16, 2006, 12:03:01 PM
I about laughed outloud at my simple gravity that I implimented in the game so far.
Its very generic, but with modification can be used for mario style games and such.
Half way tempted to write me one of those, wouldn't take me but like a day with this engine now.
Title: Re: File formats
Post by: Ionic Wind Support Team on August 17, 2006, 10:30:05 AM
I would like to see a mario style game.  Make a great demo ;)
Title: Re: File formats
Post by: Steven Picard on August 17, 2006, 10:42:17 AM
Quote from: Paul Turley on August 17, 2006, 10:30:05 AM
I would like to see a mario style game.ÂÃ,  Make a great demo ;)
I love Mario games.  That would be cool.
Title: Re: File formats
Post by: J B Wood (Zumwalt) on August 17, 2006, 11:23:11 AM
LOL ok, I'll work on one.
I am stuck on the tank at the moment anyway.
Just remember I am rooting for B3D format integration :)
Title: Re: File formats
Post by: ExMember001 on August 27, 2006, 01:24:38 AM
is it possible to add VUE Esprit vob files?
This Scene,Terrain creator is great ;) and what's about and whole .vue scene?