Model Editing
Started by CyberGarp, Jan 31 2003 03:51 PM
11 replies to this topic
#1
Posted 31 January 2003 - 03:51 PM
I want to write an OpenGL game. Most of the background will be a fairly static background and layout to begin with. What I would like is an Open Source model editor so I can generate a static scene and then translate it into OpenGL. I think this would be faster than hacking code. What file formats/model editors are there out there?
#2
Posted 31 January 2003 - 05:50 PM
Are you looking in to making an FPS (First Person Shooter) game? If yes, then you could try for level editors.
1. WorldCraft (used by half-life and many other games)
2. Quark (Used by Quake 3)
For model editors, you could try GMAX.
File specifications are available on the web if you just do a simple search.
1. WorldCraft (used by half-life and many other games)
2. Quark (Used by Quake 3)
For model editors, you could try GMAX.
File specifications are available on the web if you just do a simple search.
#4
Posted 03 February 2003 - 04:20 PM
I've been playing with blender and it seems to be what I want. It really does a good job of bringing all that complexity into an interactive UI. Now, can these models then be implemented in OpenGL? What export format does one use?
#5
Posted 03 February 2003 - 06:13 PM
any format that blender can save/export to is theoretically possible to be loaded by opengl. In practice, some formats aren't appropriate.
Take a look at the formats it can save in. If none of them suit you, you can write your own exporter
Take a look at the formats it can save in. If none of them suit you, you can write your own exporter
baldurk
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#6
Posted 04 February 2003 - 11:32 AM
Are there any more "formal" specs about the format of the files produced by, say, Blender or GMAX, or i will have to dig it up??
As for modellers there is also MilkShape but it's not free (at least not anymore..) However it's well documented with tutorials, help etc.
As for modellers there is also MilkShape but it's not free (at least not anymore..) However it's well documented with tutorials, help etc.
#7
Posted 04 February 2003 - 11:40 AM
I have some good experiences using a python export script for blender.
So you can define the format of the model on your own.
Here is an example site: Python Export Script
But the main problem with blender is, that it can not access the bones using the
python api. So animations using bones will still be a problem in the game...
If anybody has a nice hint about this, please tell me :)
So you can define the format of the model on your own.
Here is an example site: Python Export Script
But the main problem with blender is, that it can not access the bones using the
python api. So animations using bones will still be a problem in the game...
If anybody has a nice hint about this, please tell me :)
#8
Posted 09 February 2003 - 12:52 PM
There's a difference between model editors and level editors. Use a model editor to create models, like monsters etc. Use a level editor to create the 'static' scene in which the monsters live. You could check out:
Delgine Site
That's the site of me and my team. We're working on a easy-to-use level editor (opengl too) which can be used in 3d projects like yours and has very easy-to-follow fileformats.
Bye,
Jeroen
Delgine Site
That's the site of me and my team. We're working on a easy-to-use level editor (opengl too) which can be used in 3d projects like yours and has very easy-to-follow fileformats.
Bye,
Jeroen
#9
Posted 11 February 2003 - 02:59 PM
#10
Posted 14 February 2003 - 11:33 AM
#11
Posted 24 February 2003 - 10:10 AM
Sorry for the late reply...
Thank you all for the Links.. The ZModeler site seems to be down right now. MySql
is bit angry right now :D
But these are all Windoze programs, aren't they?
I plan to restrict everything of my tools and development to the linux platform. So
I can share some experiences on game development on the linux platform when my
first game is finished.
Yesterday I started a project to write an own 3D Modeler with support for u/v Texture-
Mapping, Mesh editing and Bone Animation. The Modeler will run under Linux using
the QT Widget set and (of course) OpenGL as 3D API.
Hopefully I will find enough time to get the Modeler running soon. ;)
Greetinx
Stefan
Thank you all for the Links.. The ZModeler site seems to be down right now. MySql
is bit angry right now :D
But these are all Windoze programs, aren't they?
I plan to restrict everything of my tools and development to the linux platform. So
I can share some experiences on game development on the linux platform when my
first game is finished.
Yesterday I started a project to write an own 3D Modeler with support for u/v Texture-
Mapping, Mesh editing and Bone Animation. The Modeler will run under Linux using
the QT Widget set and (of course) OpenGL as 3D API.
Hopefully I will find enough time to get the Modeler running soon. ;)
Greetinx
Stefan
#12
Posted 15 March 2003 - 07:58 AM
If you intend to use and create the models FOR gamez I suggest you take a look @ the following models and ignore the rest:
1) MD3 by far one of the easiest.
2) Half Life nice shapes
3) Unreal
4) Serious Sam (REAL FAST ONES)
if you plan to use the models for presentations and non real time apps:
1) 3DS (general standard)
2) ASCII (lotsa documentation)
3) Maya
1) MD3 by far one of the easiest.
2) Half Life nice shapes
3) Unreal
4) Serious Sam (REAL FAST ONES)
if you plan to use the models for presentations and non real time apps:
1) 3DS (general standard)
2) ASCII (lotsa documentation)
3) Maya
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