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Main forum => GLBasic - en => Topic started by: Agny on 2008-Apr-30

Title: Big File DDD
Post by: Agny on 2008-Apr-30
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
Title: Big File DDD
Post by: Agny on 2008-Apr-30
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!!!
Title: Big File DDD
Post by: Agny on 2008-Apr-30
What file to use?
*dda?

This file too is unacceptable, because anyone GAMER can open its notepad and easy change that will want. =(
Title: Big File DDD
Post by: Moru on 2008-Apr-30
Try SHOEBOX, mabe that works for hiding the files?
Title: Big File DDD
Post by: Agny on 2008-Apr-30
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?
Title: Big File DDD
Post by: Schranz0r on 2008-Apr-30
I think we need a 3ds-loader for GLBasic :)
Gernot  :D
Title: Big File DDD
Post by: Agny on 2008-Apr-30
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 .

:(
Title: Big File DDD
Post by: Moru on 2008-Apr-30
Have a look at the commands X_OBJ... mabe they are what you are looking for?
Title: Big File DDD
Post by: Agny on 2008-Apr-30
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.
Title: Big File DDD
Post by: Moru on 2008-Apr-30
X_OBJSTART num#
X_OBJADDVERTEX x#, y#, z#, tx#, ty#, col#
X_OBJNEWGROUP
X_ENDOBJ
Title: Big File DDD
Post by: Agny on 2008-May-01
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 "?
Title: Big File DDD
Post by: Moru on 2008-May-01
Check the manual, I'm no expert on 3D commands but I managed to create 3D objects with those commands...
Title: Big File DDD
Post by: Agny on 2008-May-01
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)
Title: Big File DDD
Post by: Agny on 2008-May-01
As set the texture coordinates of an existing vertex ?
Title: Big File DDD
Post by: Moru on 2008-May-01
I think you have to create different objects and draw them independently to make animations.
Title: Big File DDD
Post by: Agny on 2008-May-01
No. The model should not consist completely of separate parts.
Title: Big File DDD
Post by: Kitty Hello on 2008-May-01
Make lower polys and reduce the number of animation frames before converting. Some porgrams write 100 frames, even if you only have one.
Title: Big File DDD
Post by: Agny on 2008-May-01
If to use lowpoly models and smaller animation frames that it is impossible to write worthy game!
Title: Big File DDD
Post by: Moru on 2008-May-01
Grafics is not the main thing in games, if it's not a good idea it's not going to be played anyway.
Title: Big File DDD
Post by: PeeJay on 2008-May-01
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
Title: Big File DDD
Post by: Kitty Hello on 2008-May-01
If you want your game big, then the data files are big. So what!?
Title: Big File DDD
Post by: Agny on 2008-May-02
Easy Grafics and the big files?

Sailormoon in *MD2  616KB :

http://polycount.com/models/quake2/sailormoon/

Sailormoon in  *DDD  2047KB

GLBasic -> Samples -> 3D -> Animation
Title: Big File DDD
Post by: Agny on 2008-May-02
Do not deceive itself. Players look on the grafics of game.
Title: Big File DDD
Post by: Kitty Hello on 2008-May-02
Then it's 2MB. Is that a problem?
Title: Big File DDD
Post by: Agny on 2008-May-02
You scoff ?
Title: Big File DDD
Post by: Kitty Hello on 2008-May-02
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++.
Title: Big File DDD
Post by: Agny on 2008-May-02
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.
Title: Re: Big File DDD
Post by: Ian Price on 2008-May-02
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.
Title: Re: Big File DDD
Post by: Agny on 2008-May-04
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.
Title: Re: Big File DDD
Post by: Schranz0r on 2008-May-04
Then use Blitz3D... :)
*.DDD is not a GLBasic format only!
Title: Re: Big File DDD
Post by: Kitty Hello on 2008-May-05
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.
Title: Re: Big File DDD
Post by: Agny on 2008-May-06
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.
Title: Re: Big File DDD
Post by: Kitty Hello on 2008-May-06
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.