Game Development Community

Any New Model Formats with Final TSE?

by Matthew A. Kegley · in General Discussion · 09/10/2005 (11:22 pm) · 18 replies

Like player model .md3 or anything like that? mdl? anything we can still use and sell, other than standard torque formats?

#1
09/10/2005 (11:31 pm)
Not standard, theres a .tga resource on here, that may help show ya the steps on how to put MD3 into TGE/TSE.
#2
09/11/2005 (9:42 am)
The specs for MD3 are publicly available, I believe. Adding it, direct loading of OBJ, 3DS, FBX, etc should be rather simple. Tweaking them for animation, consistent UV management, etc wouldn't be nearly as easy. You might want to look at some of Matthew Fairfax's work over the last couple of years. He did a lot with various file formats in TGE. Ones like the Unreal format, he'll be a little more tight-lipped on simply because of Epic's licensing. But he's done some amazing work in that area. Adrian Tysoe's team has also been working on a artpath solution, so they might be able to give you a heads up. Alternately, if you don't necessarily need them in the engine itself, you might talk to some of the people who have worked on toDTS products to see how their work progressed.
#3
09/11/2005 (10:19 am)
Http://www.krabbit.net/torque/quake3.html

This'll help you out if you want md3 support in torque. I personally haven't done it, but I bookmarked it a while ago cause I thought it was cool
#4
09/11/2005 (11:30 am)
I would have to say that site is sure violating the EULA . . .
#5
09/11/2005 (9:32 pm)
I dunno i think i found it in the resources
#6
09/12/2005 (10:27 am)
Personally speaking I don't see a need for adding in any other formats beyond what is already there. If you want this in your game then add it yourself you have the code. There are way too many support issues that can arise by trying to support everything out of the box versus the tools that were built to fit in perfectly with the engine.

We don't need to bloat the engine with a bunch of unnecessary and mostly depreciated file formats when we already have two very powerful and useful formats in DTS/DSQ and DIF which with a tiny bit of effort can be extended and expanded to suit any next generation need (and really they don't need that much advancement).
#7
09/12/2005 (10:33 am)
I'd agree with Logan... I'd much rather see toDTS exporters than new file types directly loaded into Torque.
#8
09/12/2005 (10:06 pm)
Hm...
Does anyone have any newer player and weapon model source files besides those
MAX 4 "max_file_pack.zip"?
#9
09/13/2005 (9:43 am)
I have most of those finally updated locally here to the latest version of 3DS Max, why are you having problems loading the Max 4 files?
#10
09/13/2005 (10:26 am)
I just cant get them to load properly in MAX 5, their physique is all messed up with the models arms all stretched down (green guy model). some sort of problem with multires, or wasnt that fixed in an update? or is Max 5 just the problem?
#11
09/13/2005 (12:57 pm)
Do you have Character Studio installed (it doesnt need to be registered or initialized) so that the biped loads and manipulate the Skin modifier properly? The files don't use the Physique modifier btw.

Multires can be resolved either by using a Max5 compiled version or by using the Max 4 exporter and multires plugins in Max 5.
#12
09/13/2005 (2:11 pm)
I'll have to recheck my Char Studio then. I'm a holdout for max 5. Windows XP doesnt like it much though...Of course the files dont use Physique. Yeah, you knew what I meant though, I've been awake for three days, thanks.

So... Know where I can get some MAX 5 source models for Player and crossbow? or do they actually work in all the versions past MAX 4?
#13
09/13/2005 (2:14 pm)
Aside from the model pack you can try in TGE (or Realm Wars) CVS, the files should still reside in there as well.
#14
09/13/2005 (3:10 pm)
I'll have to recheck my Char Studio then. I'm a holdout for max 5. Windows XP doesnt like it much though...Of course the files dont use Physique. Yeah, you knew what I meant though, I've been awake for three days, thanks.

So... Know where I can get some MAX 5 source models for Player and crossbow? or do they actually work in all the versions past MAX 4?
#15
09/13/2005 (3:12 pm)
Thank you, everybody
#16
09/14/2005 (10:17 am)
I will be posting a resource that adds the MDL file format as a resource eventually. It only works with TSE, although it could possibly be ported to TGE.

Additional features that Dynamix 3Space (DTS) doesn't directly support will include model heirarchy, dangly mesh and skin support.

The model heirarchy will allow you to mount submodels on the supermodels much like DTS allows mount points, except the submodels are animated using all of the bones, not just the mount node, and vertex weights are taken into consideration.

Dangly mesh is great for cloth, like skirts, robes, capes, etc. Skin is great for webbed fingers, skin on a dragon's wings, and other things that you need stretched between bones without deforming the rest of the model. Each vertex has additional information including springs and weights. You'll be able to add global wind / gravity and local intertia modifiers for a partial cloth simulation (and I do mean partial because full cloth simulation with full collision detection would be prohibitively cpu intensive)

My problem is I've started it and I got the basics finished, but I can't seem to find time to finish it... if I don't finish it soon then I'll post what I have as a resource and maybe someone else will pick it up and continue where I left off.

What I'd really like is for someone like GG to host a controlled SVN repository with this as a branch so we could have multiple developers working on it simultaneously. With SVN's support for Vendor drops, that would make it easy to keep up with the TSE head but not interfere with core TSE development.

Sorry, I know, wrong place to post this, but I got on a roll... :p

At any rate, you can expect partial MDL support (models, animations, textures) by the end of the year, and possibly more support further on down the line. (not speaking for GG so if it doesn't happen blame me, don't blame them)
#17
09/14/2005 (10:32 am)
Tony, that sounds great!
#18
09/29/2006 (9:22 pm)
Any takers on helping me finish this? I plan on upgrading the resource to use the new file formats supported by NWN2, but it's not something that I wish to tackle alone, expecially since I don't have any games in the pipeline that will benefit.

I can host the SVN repository and post my initial TSE modifications, but honestly I'd prefer something sponsored by GG, if at all possible.