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More 3D Exprot`s

 
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StigDesign
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Joined: 16 Jul 2006
Posts: 8
Location: Norway

PostPosted: Mon Aug 28, 2006 9:42 am    Post subject: More 3D Exprot`s Reply with quote

Sad More 3D Exprot`s
exs
3ds exporter
Lwo exporter
DBC(Dark Basik Classik) exporter
More Knoving export Formates
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KudosCry
DeleD PRO user


Joined: 31 Jul 2006
Posts: 47

PostPosted: Tue Aug 29, 2006 12:50 am    Post subject: Reply with quote

I think DBC is quite obsolete.
But .fbx export would be nice to support the upcoming XNA development kit from Microsoft.
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StigDesign
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Joined: 16 Jul 2006
Posts: 8
Location: Norway

PostPosted: Tue Aug 29, 2006 2:00 pm    Post subject: Reply with quote

I Mean DBC export as 3ds&orDirectX xCompatibel format.
so that i and others can youse deled fully for DarkBasic&DarkBasic Pro
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Tue Aug 29, 2006 4:45 pm    Post subject: Reply with quote

Sorry, but my only thought is "duh?" Confused Except that you're grammar and spelling should be better, i dont see other needs. By the way, there exists a DirectX-Exporter (it is integrated, you know).

Quote:
But .fbx export would be nice to support the upcoming XNA development kit from Microsoft.


What, does XNA need a external modeler? Laughing I thought that XNA should be something like a "Gamemaking-for-everyone" platform. Laughing Or the swiss press writes shit (that happens often Wink ). Serious modelling would overextend laymans imho. Wink

Wfr, Sindwiller
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Tue Aug 29, 2006 11:08 pm    Post subject: Reply with quote

XNA Framework does not contain a content production tool. You'll need something like Photoshop and something like 3dsMax.

What's frustrating is that XNA does not currently support animation at all, and that they treat the existing .X mesh format as "importable content" rather than native content.

DeleD supports .X exporting; there's one exporter built-in, and I wrote another one that has a few more features: http://www.mindcontrol.org/~hplus/graphics/nuxporter.html
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KudosCry
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Joined: 31 Jul 2006
Posts: 47

PostPosted: Tue Aug 29, 2006 11:57 pm    Post subject: Reply with quote

Where did you hear that XNA doesn't support animation? Also the .x format seems pretty well supported from what you can read at the XNA dev blog: http://blogs.msdn.com/xna/
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Wed Aug 30, 2006 3:58 am    Post subject: Reply with quote

XNA framework does not support animation in version 1 (which includes the upcoming community technology preview) -- I head that in a Q&A session with the XNA team. They will let you load the animation track data, but doing the actual skinning, or animation blending, or anything of that sort, is up to you. It's not like the .X support in D3DX.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Aug 30, 2006 5:44 am    Post subject: Reply with quote

jwatte wrote:
XNA Framework does not contain a content production tool. You'll need something like Photoshop and something like 3dsMax.


What fileformats does XNA support? Anybody got some info about the .fbx format too? If the XNA framework does not have content production tools, it is interesting for DeleD to start supporting the framework, I think.
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Sweenie
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Joined: 05 May 2006
Posts: 14

PostPosted: Wed Aug 30, 2006 6:15 am    Post subject: Reply with quote

V1 of XNA Game Studio Express currently support .X and .FBX files.
I'm not sure if .FBX is supported directly by the XNA Framework or only by the XNA Content Pipeline(which didn't make it to the released beta)

Regarding the .FBX format I think you'll find all you need to know here...
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Aug 30, 2006 6:56 am    Post subject: Reply with quote

@StigDesign: Thanks for the suggestions! Please do notice that we cannot afford to build exporters for any possible file format just for the sake of exporting them. An exporter only makes sense if it makes an art pipeline to a 3rd party application possible that wasn't possible before, or if it significantly increases the quality of an art pipeline that does exist. In other words, if you request a file format to support, do tell us why you want that particular file format, what applications you want to export to but currently can't.... that said, everyone else is free to write exporters too, so there is always the chance of someone else picking up the suggested file formats anyway. Smile

Thanks for the information on FBX and XNA guys, we'll look into it. These are all very interesting developments, any information and/or gossip is most welcome! Very Happy
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Sweenie
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Joined: 05 May 2006
Posts: 14

PostPosted: Wed Aug 30, 2006 7:06 am    Post subject: Reply with quote

Just wanted to mention that the purpose of the XNA Content Pipeline is to convert files in other formats into the XNA specific format.
So if I understood them correctly the ideal is not to write an exporter for DeleD to support XNA but instead write an Importer for XNA to support the DeleD-format.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Aug 30, 2006 7:34 am    Post subject: Reply with quote

Ah, ok. Well, as long as we can invoke that functionality from within a DeleD plugin, I don't think our users will be picky about the difference... Smile
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