Loading 3D files...


#1

How do you guys go about loading 3D files into your applications?

What do you find that annoys you about it?

What format do you load from?

Which 3D modeler do you feel is best for creating and exporting your files?

Do you make your own loader, or use a commercial/freeware loader?


#2

I created a loader from scratch that imports *.raw it was a lot less work then writing a *.3ds reader or something so I usually convert *.3ds -> *.raw and then do various expierments.


#3

Hello Boone,

I will give you my spin from my experience…

“How do you guys go about loading 3D files into your applications?”

Well that depends on the application your writing and file type but usually I code everything in C++ and read in what ever file format when the application calls for it.

“What do you find that annoys you about it?”

The most annoying thing is actually lack of documentation for a particular format or a formats limitations. Depending on if the model has animations built into it then sometimes it can get pretty hairy parsing the data.

“What format do you load from?”

Well being a Game programming hobbyist I prefer MD2 & MD3 because in IMHO they are the easiest to use due to the amount of documentation available on the net and they are one of the most supported formats.

Im currently tinkering with .X files but I keep asking myself…why?

“Which 3D modeler do you feel is best for creating and exporting your files?”

Depends on the actual exporter that the modeler is using, . Most of the larger apps support (through 3rd party) .X, MD2, MD3 etc. and I have created files with MilkShape, MAX and LW…so I cant really say on that one.

“Do you make your own loader, or use a commercial/freeware loader?”

:slight_smile: Yes, the joy of coding…honestly its best to learn to write your own loader…its not that difficult but its not simple either. Once you have the loader written though then its there to use always.
I have found that with OpenGL there seems to be more documentation on MD2 and MD3…but if youre using DX then… the .X format may be something to consider because M$ has that documentated really nice from what I have seen.

Good luck,

KM


#4

Now thats fantastic feed-back guys. Keep it coming.:beer:


#5

Write your own exporter.

This way you can create your own custom 3d file with only the details that you need. Eg for static meshes theres no need for the file to contain info about bones, keyframes … etc. Plus you’ll have no problems with undocumented file formats …

Most 3d packages allow you to write plugins. I’ve written exporters for maya4.5 and ms3d.


#6

Thats exactly what I needed I wanted to start my own game project But Iwanted levels to be not *.bsp or *.3ds bot my own format and it would be STATIC like UT2003 But i dont know how to create my own format ?
Do i have to look (example) *.3ds source and delete everything (keyframes and stuff) and then rename it to my own format ?
And other Thing how do you make engine that it`ll support hi-res textures

Thanks
Roman

P.S Sorry for my English :beer:


#7

It kinda depends on what you’re used to, as far as formats go, but I agree that writing a loader isn’t so much of a problem.

I’ve been dealing with .3DS for some years now, though the old 3dsftk and my own code, that it’s what I generally use, and have made some butt-ugly tools for (like stripping various unused parts out).

So I usually convert to .3ds, filter out what I don’t need, and go from there.


#8

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.