Game Development Community

The only thing missing

by Edward Gardner · in General Game Discussion · 05/14/2003 (10:04 am) · 7 replies

From a pure hobbyist perspective, is something like milkshape or blender export support.

Even some of the full teams using the TGE have trouble finding enough Max artists to generate content. So either an exporter for the hobbyist, or alot of canned content to steal :)

Or both :)

Just an observation. Other than that, it's interesting, and I LOVE the sample game :)

#1
05/14/2003 (10:36 am)
enough abaout the sample game ;) damn you Chris damn you!!! *snicker*
#2
05/14/2003 (2:23 pm)
I knew I was going to take some flack for not supporting the hobbyist modeling programs.

If anyone is interested in picking up the torch on this, just drop me an email and let's get started.

Chris
#3
05/14/2003 (3:28 pm)
I haven't bought/looked at the Reaction Engine source, though I probably will in the near future, but what would the difficultly level be of adding support into the engine for loading/using .x files for 3D models?

The big pro of doing that is .x is well supported as an export target by virtually every modeler that is being seriously used (including Milkshape and Blender, not to mention Max and Maya, etc) and most even include animation export support.

The con is that it if you want multiplatform support (not currently an issue for RE, unless someone is porting it) you need to write your own .X file loader, etc. Under Windows its all right there for you in D3DX... And the con isn't a complete con -- the .X file format is fully documented by Microsoft, so you can go and write a loader and support routines for it for other platforms if you really want to.

I'm kinda surprised how little the X file format is used, especially by smaller/indie types who are only developing for Win32 anyway...
#4
05/14/2003 (4:39 pm)
Chris.. I'd strongly suggest loading of the "popular" game model formats.. Halflife MDL, Quake 1,2 and 3 MD3 etc.. Basically have a way of people getting thier stuff in game quickly.

Of course, most wouldnt be doing a FPS game with reaction, but maybe its an easier process than actually trying to write exporters for stuff. Halflife is pretty well supported with exporters and most mod makers know either that or quake formats reasonably well.

Phil.
#5
05/14/2003 (4:58 pm)
hi chris,

i could work on the milkshape exporter for .g3d models. is their any documentation on the .g3d model format

regards
mohaps
#6
05/14/2003 (5:33 pm)
Phil's suggestions would work out pretty well too, IMO.

For a 'smaller' engine like Reaction I think it really does make a lot of sense to do things in a somewhat reverse order and support an already established format (exactly which one doesn't matter a great deal to me personally) in-engine rather than have people complain about lack of support for their favorite modeler. If you supported .x, or one of the MDx formats you'd knock off pretty much every modeling program in one go, especially the ones used by hobbiest-types.

Again, I haven't taken a deep look at Reaction Engine, so I'm not sure how difficult a task it would be to retrofit this in... just a suggestion.
#7
05/14/2003 (10:44 pm)
G'day!

I don't think there's really a need to support other formats in the engine. External conversion tools would be very nice though. There is a ton of free content to play with in 3DS format, so I don't think it's a bad choice. But rather than a Max plugin, it needs to be a stand alone app. Then different import modules could be written for the converter and the engine source stays lean and clean.

There are a million things that could be added to RE, but eventually we'd just be trying to make it into Torque. I think it would be best to maintain a tight focus on it's original goals.

Advanced (optional) add-ons would be cool though.