Custom 3D file format
Hi
I''m currently thinking about my custom file format and what should I put into...
So please tell me what''s missing..
---------------
number of vertices
vertices + u,b
number of faces
faces (indices)
---------------
I will add the texture name.. Is it useful to add material since I think everything will be textured ?
And about animations, what is required?
Thank
NONO
Animations can be done in two ways:
1) add a model for each frame to the model file (Quake2 model format). This makes it easy to render, but will eat up a lot of memory.
2) Use a bonestructure which tells you where to position the vertices in a specific move (HalfLife model format). This saves memory, but it''s a bitch to implement (you''re best of using 3DS max for this one).
I tried to do it and failed horribly (I went mad in about 2 days). Just a friendly warning....
1) add a model for each frame to the model file (Quake2 model format). This makes it easy to render, but will eat up a lot of memory.
2) Use a bonestructure which tells you where to position the vertices in a specific move (HalfLife model format). This saves memory, but it''s a bitch to implement (you''re best of using 3DS max for this one).
I tried to do it and failed horribly (I went mad in about 2 days). Just a friendly warning....
For my 3d model format all I needed was the vertice data, materials, diffuse colors, and normals. I didn''t include anything I didn''t need and organized everything into structures for loading and writing whole blocks instead of individual vars.
I keep going back and forth about what info I need. On day I''d like to store stipified versions of my meshes(the indexes) so I''m going to go with XML. That way I don''t have to keep pissing about with the code\file format.
Once I do this I can add\modifiy anything I want without affecting other code. Give it some thought...
Once I do this I can add\modifiy anything I want without affecting other code. Give it some thought...
Chris Brodie
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