Why the difference in size is so important when converting a .md2 to .ddd ? (for example 1.5mo MD2 --> 8.5mo DDD :blink:)
I think the converter doesn't convert only the keyframes, but convert all.
But i'm not sure :(
Yes it's the problem of the exporter in DDA I think you get less wigth but it's too much high too.
I think the converted is thinked for static objects, when I did some animation only with 50 frames the weight of the file it's reallly HIGH.
I think Gernnot have to put the .DAE option it's a easy importer , exporter and you have in only 1 or 2 Mb grear animations... and prectically al the soft in the 3D have this exporter---
Mentalthink it's not with the .DDA (ascci format of .DDD) but with the .DDD
That is why it's very strange.
Quote from: mentalthink on 2014-Apr-21
I think Gernnot have to put the .DAE option it's a easy importer , exporter and you have in only 1 or 2 Mb grear animations... and prectically al the soft in the 3D have this exporter---
yes good idea...
but I think to make a program that reads and draw directly .ms3d format.
the problem is that after I also should reprogram all the functions of collisions ( yes with the skeleton animation I also should do any collision with OBB : oriented bounding box... big work :()
yes Snoopy the curios it's in DDA it's ASCCI sometimes the files are less weight than DDD...
About your exporter and colliision , I don't have to much idea, but if you get the size and width of the mesh and put a simple box or sphere?¿
For measure the distance really I don't know how do it, but I always thinked in make for boxes , from the sides and boottom of tob and then make collision whit the mesh , and looking distance between the boxes in the same axis you have the width and heigth, I think this have to works, never try but,, :noggin:
I continue saying the best it's put the .DAE, the problem it's in the forum not too much people do 3D with GLbasic.
A DAE is pretty good and a very trustworthy format. It is the only format so far that goes around multiple 3d packages without problems. :good:
I also think it can also carry scene infos, parenting, animation and the likes.
to have good collisions with a skeleton animation : ABB or just one OBB is not sufficient :
(http://www.toymaker.info/Games/assets/images/AABBCollisions1.jpg)
..... NOT GOOD.....
(https://intranet.matematicas.uady.mx/personal/mramirez/website/madera/GirlCollisionDetection.jpg)
..... NOT GOOD.....
http://www.youtube.com/watch?v=qHnpKI1ejQg
.... GOOD ......
the second problem if I make a ms3d loader (or DAE) is that we can no longer use a shoebox :(
I don't know what is the best solution :S
another solution : improve the MD2 converter but for this we should perfectly know the DDD format.
it's easy because md2 and ddd both use a vertex animation system.
with this solution we can use a shoebox.
in fact, after several test, the only format that is perfectly converted by the glb converter, it's the obj format :(
decidedly the ms3d format (or dae) might not be a bad idea.
OBJ is fine, but (as discussed before) only triangles. A quad capable format would not be bad while looking into the future. :whistle:
GLBasic Converter gasps with a few OBJ outputs from some programs around. In my case, I have to pass my OBJ through blender before GLB accepts it.
I would not know anything about collision in 3d but the sphere and box settings, and then we have that skeleton problem you showed.
If I´d have to do a 3d game today, I´d probably try to work with full models (no skeletons) and then set a bunch of collision cubes around on important object parts per frame, ye, suppose it is a 3d fighting game. It would be just like box2d, but box 3d :S
I have seen bullet physics library stuff wrapped into GLB. Would it be possible to use its collision part? Or maybe from another physics lib?
your idea is good for a 2.5d fighting game, but I'm not sure for a full 3d game.. the collisions will not be accurate enough.
Quote from: Snoopy on 2014-Apr-21
http://www.youtube.com/watch?v=qHnpKI1ejQg
.... GOOD ......
I can do that without a 3D physic engine (I already made a 3d engine with this system in C) I could translate it in GLB.. but:
1/ I am lazy =D
2/ The failure to use the shoebox is a big problem for me. This problem doesn't motivate me :(
The best solution :
Gernot give the DDD file format specifications! :rant:
:D ;)
Then we could convert in any format we want :)
I already know the response :
Gernot : "use DDA format... looser"
:D
I would like to know the reasons.
I mean, we can poly things inside GLB, what is the deal with converting externals?
The only reason I see is that there may be plans with the format, and releasing it soon might branch it way too much.
Would there be other reasons?
Don´t be lazy looser! :D :D :-[
Snoopy and make an Opengl exporter, I read and I think can't have to be complex, make an exporter from cinema or Blender have to be easy, only it's put the triangles like in OpenGL...
The 3d Physics engine I think will be available in 2300 A.C :D :D :D, we have a port of Bullets, and it's done completly, only the problem in devce moviles don't works, but seems it's a lazy thing..
Quote from: erico on 2014-Apr-22
The only reason I see is that there may be plans with the format, and releasing it soon might branch it way too much.
Would there be other reasons?
I understood nothing :D
Are your sure it's in english? :P
Quote from: erico on 2014-Apr-22
Don´t be lazy looser! :D :D :-[
I understand that :D
(http://www.sherv.net/cm/emoticons/guns/machine-gun.gif) (http://www.glbasic.com/forum/avatars/avatar_1194.png)
:P
Even if I don't understand everything:
Erico Yes you can convert a poly inside GLB with the X_OBJSTART function, but I want to use the shoebox. And the shoebox is only for LOADSPRITE, LOADSOUND, LOADFONT, LOADBMP, BLENDSCREEN, GETFILE... I can't read directly md2 (or my format) in a shoebox :(
Quote from: mentalthink on 2014-Apr-22
Snoopy and make an Opengl exporter, I read and I think can't have to be complex, make an exporter from cinema or Blender have to be easy, only it's put the triangles like in OpenGL...
The 3d Physics engine I think will be available in 2300 A.C :D :D :D, we have a port of Bullets, and it's done completly, only the problem in devce moviles don't works, but seems it's a lazy thing..
:D
One day I will make (or translate) a physic engine in GLB for all devices. (if I translate, it will be probably the Tokamak physic engine)
When?
When I'm less lazy (in 2000 A.C) =D
In waiting, someone would be interested by a .ms3d loader in GLB? (without the use of shoebox of course :()
hehe :D
I meant. Why would Gernot not share the DDD format specs? Maybe he has plans with it for the future.
Maybe a DDD+ format with skeleton animation :)
Cool, I didn't need to make a ms3d loader :bed: =D
Curios, Snoopy, the English understable it's mine not from Erico :D :D :D, perhaps it's we are hot blood people... But if enough for womens not problem, :D :D :D :D
I understood nothing mentalthink :D
Don't Worry " tonterias Españolas " :D :D :D
it was a joke I understand what you said (think I understood ;)), the problem is that I don't agree:
women prefer french lovers :nana: :D
JAJAJA!!! :D :D :D
What! Im sure they prefer a brazillian latino caliente lover for sure! ;/
What? You guys are crazy! Women clearly prefer the company of a strong Canadian logger with thick . . . dang - can't finish this sentence - on floor - laughing too hard! Well screw you guys . . . I'm going home! :glare:
ddd is very complex and hard to describe. If you can make a loader for any type of format and provide me a function keyframeToTriangles that builds a triangle list for a given animation frame, I'll include that natively. Deal?
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I would prefer to have this helper tools open source, so we can add features (like new formats) or fix bugs (wasn't there a problem that vertex colors are ignored in some formats?) and you would have less trouble/more time.
:D :D mentalthink, erico, Slydog
This issue should be clarified (maybe one day in another topic ;))
Quote from: Kitty Hello on 2014-Apr-24
ddd is very complex and hard to describe. If you can make a loader for any type of format and provide me a function keyframeToTriangles that builds a triangle list for a given animation frame, I'll include that natively. Deal?
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Good idea! but I think kanonet is right, that would be more easier if the format was open source (and maybe the tool).
But I shall think about what you propose Gernot.
However, have you an explanation in relation to the very large difference in size between the MD2 and DDD?
It's very strange :(