md5 mesh format the id way

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rouncer 104 Aug 20, 2013 at 04:04

want a format that does animation thats as easy as obj? md5 is the way.

id software set a few cool standards, and getting an animated tyrannosaurus rex in ya game? piece of cake, and your just learning the genesis of id software, getting that animation into ascii was never better. :)

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David_Gallagher 102 Aug 20, 2013 at 06:04

I agree, fantastic format to work with.

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Stainless 151 Aug 25, 2013 at 09:04

I have just spent two frustrating days trying to get md5 meshes thanks to this post. :angry:

I found two max scripts that say they export to md5, one only works on editable meshes, which means it doesn’t work on any of my meshes, and the other says it works on skinned meshes, but crashes on every mesh I have tried.

So I went online and searched for md5 meshes, found one… one…. :wacko:

I’ve been writing 3d code for 30 years and I’ve used just about every file format going.
When it comes to bitmaps we have got better, if you can handle png and tga you are pretty well sorted.

Audio is still a nightmare, but at least that is for a valid reason. People are constantly searching for increased compression without quality loss.

However 3d file formats are getting worse, and for no valid reason I can see.

There are as many file formats as there are 3d coders.

I personally hate text based formats. It seems to be something that some prat in Microsoft decided would be a good idea for everything, and for some unfathomable reason the rest of the world went along with it. Why they hell do I want to use 30 bytes of text to store a single byte?

Is there a case for an extensible binary 3d file format we can all use as a standard? I think there is.

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David_Gallagher 102 Aug 25, 2013 at 09:37

my last engine was .x based for meshes but when I made the switch to dx11 I had to come up with my own format. I ended up going with md5 mesh and animation format as it was just a lot easier to figure out. I then made my own binary format for my engine once I had extracted all the data from the md5 data(and understood everything I needed). I don’t know about anyone else but I was so confused by animation code and md5 had the most easy of what I could find to understand in order to get it to work the way I needed it to. I learnt a lot from here, hereand here(lesson 26 and 27). I also wrote a .x file to md5mesh/anim converter here. before I did this I tried assimp but it wasn’t ideal for what I needed as far as bone control so I ended up abandoning the use of assimp and rolling my own with md5. I agree many there are many formats but when I was pushed against the wall trying to to get animation and meshes working as I needed them md5 saved the day at least for me.

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Stainless 151 Aug 25, 2013 at 12:15

How did you get the md5 meshes in the first place?

Can’t find any on the web, and the exporters I have tried just don’t work. I’m not a max expert, but I have used it a lot, and nothing I did made the damn exporters work.

I always used fbx files before, they are pretty easy to understand and the exporters seem to work.

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David_Gallagher 102 Aug 25, 2013 at 12:54

I extracted the content from the doom 3 demo. the doom 3 mod community has the codes for accessing the content. I tried the md5 exporters aswell, the blender(v2.61) exporter was the best one of the lot (the rest seemed only good for moding existing content). but I really don’t like blender as I use lightwave so my process is to export to .x from lightwave then use my own converter to md5, you can also use the 3dsmax .x exporter and use my converter if you get stuck. otherwise tomorrow I can email you a couple of simple meshes if you want, just let me know.

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Stainless 151 Aug 25, 2013 at 15:03

I work for a different company tomorrow, ( I have three jobs :( ) so it will be Tuesday before I can get back to this.

I’ll try using your X -> MD5 tool and see how we go.

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David_Gallagher 102 Aug 25, 2013 at 15:18

no prob, if you end up needing a few meshes or help with the converter just send me a pm.