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Additional Formats For Engine
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AllegedlyDead
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PostPosted: Fri Sep 07, 2007 4:42 am    Post subject: Additional Formats For Engine Reply with quote

IOQuake3 - Format Additions - Necessary

Pretty much almost every Doom 3 format. For those needing reference, see the following link.

Doom 3 - File Formats
www.modwiki.net/wiki/File_formats

Those would need to be prioritized though. First few I would see being would be...
# MD5
* MD5ANIM
* MD5CAMERA
* MD5MESH

Followed by the rest of the model formats...
* ASE
* CM (staticmeshes that are used as moveable physics objects)
* LWO

Followed by the map formats...
* AAS
* CM (defines the collision geometry in the map)
* MAP
* PROC
* LIN

Everything after that would come last. We probably won't need any of the physics formats for a while as we won't have a need for them until we add real physics.


Getting that out of the way, I would suggest supporting other format types from other games that used any of the ID Tech/Quake engines. First game that comes to mind would be the Half-Life formats. Please note this would come as extreme low priority. AS well, this is something, kind of like on my wish list, that I would love to see in IOQuake3.

Half-Life MDL Format
Half-Life BSP Format (DarkPlaces supports this format.)
Half-Life SPR Format (Darkplaces supports this format.)


Wishful thinking on my end. Reason why I mention the model format is because there are a ton of high quality models out there that we could possibly use. It may be an old format, but it could be useful in the future. I think it's better to support some older formats incase someone comes along and asks about it.

Now that I'm done rambling, I need everyone to come in and add what we should add. When you speak... Please put the format you want implemented first at the top of your post and the format you want supported last at the end of the post.
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hyp3rfocus
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PostPosted: Sun Sep 09, 2007 12:49 pm    Post subject: Re: Additional Formats For Engine Reply with quote

i totally agree with you on md5 being at the top of the list.

for those of you who don't now what md5 is here is a quick explanation. ioquake3 (the engine openarena runs on) uses the md3 animation system. md5 is the more advanced system used in games like doom3.

md3 works by taking every pose that the character will do in the game, making it into a 3d mesh and saving it to the md3 file. so the more animations you add, the bigger the file gets. if you later decide to add another animation you have to add it in a modelling program and build the md3 again. this is very limiting.

md5 uses a different system. firstly there is md5mesh, which is simply the model and it's posable skeleton. then there is md5anim, which is an animation which is applied to the model. the advantage of this is that you only have to make the model once, if you want to add more animations you make another md5anim file and drop it in the game. this allows people to experiment with making animations without having to build and distribute a new model every time. it is also more effecient because the model file doesn't have to contain a different model for every single pose, there is just the one pose and it's skeleton waited to be animated.
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hyp3rfocus
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PostPosted: Sun Sep 09, 2007 1:34 pm    Post subject: Re: Additional Formats For Engine Reply with quote

doom3world have a section on doom3 modelling and animation that might be of interest to anyone curious about md5 models.

link
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W1ZrD
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Joined: Aug 15, 2007
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PostPosted: Mon Sep 10, 2007 12:57 am    Post subject: Re: Additional Formats For Engine Reply with quote

I agree that md5 should be a main priority. Not only would the final models / characters look more advanced, they would also bring more life to the game itself.

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dairu
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PostPosted: Fri Sep 21, 2007 10:32 pm    Post subject: Re: Additional Formats For Engine Reply with quote

md5 is a bad idea. MD5 lacks normals. MD5 will have crappy lighting if it is not per-pixel lighting.

md4 however, is already supported, and is completely interchangable with md3, but there are no exporters for it :(

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