I convert a file *MD2 in *DDD and at me turn out a sizable file.
*MD2 the size 4Mb
*DDD the size 12Mb
http://rapidshare.com/files/111504567/Femele.rar.html
I converted a file *3DS in *DDD and it turns out too very big.
http://rapidshare.com/files/111527126/MakRobotic.rar.html
Why? This is unacceptable!!!
What file to use?
*dda?
This file too is unacceptable, because anyone GAMER can open its notepad and easy change that will want. =(
Try SHOEBOX, mabe that works for hiding the files?
Thanks for SHOEBOX, I did not know.
But if to use *DDD, the file decreases, but all the same big.
If to use *dda will be less?
I think we need a 3ds-loader for GLBasic :)
Gernot :D
I wanted to go in other way - to write loader on GLBasic. But appeared, that there are no commands for this purpose.
Even there are no similar commands as on Blitz3D:
AddTriangle () - Adds a triangle to a surface.
VertexTexCoords - Sets the texture coordinates of an existing vertex .
:(
Have a look at the commands X_OBJ... mabe they are what you are looking for?
QuoteHave a look at the commands X_OBJ... mabe they are what you are looking for?
Prompt as commands X_OBJ... to load a file with animation, only not *DDD.
X_OBJSTART num#
X_OBJADDVERTEX x#, y#, z#, tx#, ty#, col#
X_OBJNEWGROUP
X_ENDOBJ
QuoteX_OBJSTART num#
X_OBJADDVERTEX x#, y#, z#, tx#, ty#, col#
X_OBJNEWGROUP
X_ENDOBJ
:) :)
Where " Adds a triangle " and " Sets the texture coordinates ", and " next keyframe "?
Check the manual, I'm no expert on 3D commands but I managed to create 3D objects with those commands...
To create it is possible. But how to make animation?
Here there is something similar:
http://www.glbasic.com/forum/viewtopic.php?id=1202
It works slowly (FPS = 55)
As set the texture coordinates of an existing vertex ?
I think you have to create different objects and draw them independently to make animations.
No. The model should not consist completely of separate parts.
Make lower polys and reduce the number of animation frames before converting. Some porgrams write 100 frames, even if you only have one.
If to use lowpoly models and smaller animation frames that it is impossible to write worthy game!
Grafics is not the main thing in games, if it's not a good idea it's not going to be played anyway.
Quote from: AgnyIf to use lowpoly models and smaller animation frames that it is impossible to write worthy game!
I'm sure the author of Tetris wouldn't agree
If you want your game big, then the data files are big. So what!?
Easy Grafics and the big files?
Sailormoon in *MD2 616KB :
http://polycount.com/models/quake2/sailormoon/
Sailormoon in *DDD 2047KB
GLBasic -> Samples -> 3D -> Animation
Do not deceive itself. Players look on the grafics of game.
Then it's 2MB. Is that a problem?
You scoff ?
No, not at all. I mean - you complain that the ddd file is too big for complex models.
My reply was to use lower poly models. You said that's no option for professional games, and my point of view is that professional games can easily use bigger file sizes.
So, either live with the fact that ddd models of large animations might get big, or create your own 3D library using C++.
To write the libraries on OpenGL and C ++ to me it is very difficult. It is necessary to write the loader and the program for animation.
Then there is a question: What for GLBasic?
Then it is better to instal C ++ on a computer or C# and to study to write on it.
I think what Gernot is saying is that you can't have the penny and the bun.
Accept it for the way it is at the moment. Low poly models with small file sizes or models with large numbers of polys with huge file sizes.
I agree with Gernot - large poly models aren't always better than low poly models and they don't necessarily make a game better.
The size of a file in a format *B3D (Blitz3D) - 1,7MB
http://rapidshare.com/files/112481039/FemaleB3d.rar.html
And in a format *DDD (GlBasic) - 12MB
In Blitz3D a file *B3D loading very fast, and in GlBasic loading *DDD very long.
It is the fact.
Then use Blitz3D... :)
*.DDD is not a GLBasic format only!
Take a look at the animation keyframes - do you really need all of these?
It's nice to get some models from anywhere and plug them together in a game quickly, but for these "games" you're better off doing a half-life mod or something.
If you want to do your own game, usually these problems do not occur.
B3D uses bones instead of vertex blending. Thus, large animation keyframes are stored faster.
If you can't live with this limitation, GLBasic is not the correct tool for you. I'm not sorry for that, because if this _is_ a limitation for you, I don't expect big things of your games either.
I did quite nice games with GLBasic and never have more than 30 keyframes per model, so it's fine for me.
QuoteTake a look at the animation keyframes - do you really need all of these?
If I above it worked, means to me it is necessary.
At us different sights.
See, there's no easy way to implement bones in GLBasic. It's quite some work, and I'm really busy ATM with other stuff. Maybe one day I find the time to implement it. But don't take that as an "OK, tomorrow".
If you can't live with things as they are, you have to switch.
Would be a shame if it's because of this silly thing.