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Fileformats
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Aug 11, 2004 10:02 pm    Post subject: Fileformats Reply with quote

As import/export plugins can now be made for DeleD, the question is what fileformats you'd like to see supported by DeleD. Give us a list here! Smile
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Thu Aug 12, 2004 11:07 am    Post subject: Reply with quote

As for me, 3ds or obj should be enough since i can convert them to (nearly)any fileformat i want to, with milkshape3d.
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dirkk
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Joined: 09 Aug 2004
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PostPosted: Thu Aug 12, 2004 12:47 pm    Post subject: Reply with quote

Everybody who uses Gile[s] should be content with the .X format (though I agree that .3ds and .obj would be a godd idea), which works fine btw.

If DeleD was to have it's own lightmapper (but then again - why?) , then it would be preferable to have .b3d as an export format since it can hold uv coordinates and references to more than one texture.
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Jeroen
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PostPosted: Thu Aug 12, 2004 3:41 pm    Post subject: Reply with quote

dirkk wrote:

If DeleD was to have it's own lightmapper (but then again - why?) , then it would be preferable to have .b3d as an export format since it can hold uv coordinates and references to more than one texture.


DeleD will have its own lightmapper because we would like to have a program that has both modelling and lighting capabilities. That way, you need only one program to create your game content with (not talking about animation here though Wink). B3D seems like a very nice fileformat to support, as would DBO probably be (for our DarkBasic users).
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dirkk
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Joined: 09 Aug 2004
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Location: Germany

PostPosted: Thu Aug 12, 2004 6:56 pm    Post subject: Reply with quote

Got your point on lightmapping, and you may be right.

But one last remark - even Halo will give up on his own lightmapper (check his forum), and I guess it's because this issue is a worth a whole complete new program. And someone already wrote it.
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svs
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Joined: 13 Aug 2004
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PostPosted: Fri Aug 13, 2004 9:45 pm    Post subject: x.importer Reply with quote

please make an x.fomat importer plugin
err thank you Rolling Eyes
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SneakyPete
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Joined: 09 Aug 2004
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Location: Vancouver, Canada

PostPosted: Fri Aug 13, 2004 10:18 pm    Post subject: Reply with quote

It might be nice if you could import/export the .map file format which is used by most Quake/Half-Life based engines. These map files can then be compiled into BSP's and used with a large number of 3D engines Very Happy . Here is a link to some specs for the .map file:

http://collective.valve-erc.com/index.php?go=map_format
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dirkk
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PostPosted: Sat Aug 14, 2004 6:28 am    Post subject: Reply with quote

He is right - you could catch quite a few Torque people with a .map export, too (like me Smile They are all waiting for an easy to use editor supporting .map. Halo thinks about supporting it too in his next version of CShop.

Indeed - if you see a chance to implement this, that would be one great feature.
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Jeroen
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PostPosted: Sat Aug 14, 2004 7:37 am    Post subject: Reply with quote

I've had requests for the .map fileformat before (somewhere in the old forum Wink) so I've moved that one up my priority list. Or maybe someone else is willing to create such .map import/export plugins?? Can someone send me a few .map files to play around with?

Ok, any more fileformats to be covered?
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SneakyPete
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PostPosted: Sat Aug 14, 2004 6:28 pm    Post subject: Reply with quote

No problem, I'll email you some .map files today Laughing
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cmoibenlepro
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Joined: 14 Aug 2004
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PostPosted: Sat Aug 14, 2004 8:23 pm    Post subject: Reply with quote

I agree .map import would be very useful Very Happy
map and deled would be complementary because map editors (like QuArK) support booleans (they call it negative brush) and other stuff
but DeleD is a better modeller for objects and other things like textures and also it can export to .x (and soon there will be lightmaps Wink )

It would be a a good production pipeline for me.

Also .x import would be nice.
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sueastside
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Joined: 20 Aug 2004
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PostPosted: Fri Aug 20, 2004 5:12 pm    Post subject: Reply with quote

Crystal Space XML map format....

http://crystal.sourceforge.net/tikiwiki/tiki-view_articles.php

The project lacks a good 3d editor,
although it has some export-scripts for Hammer, 3ds max and Blender...

Hammer: .map is oke, but it easily gets corrupted, when using more advanced shapes..
3ds max: expensive and too many buttons Smile
Blender: I never like the lay-out and its hard to work with....

I just LOVE DeleD, in under a hour i was familiar with the GUI and created a nice looking building......something that would have taken me atleast a day in any other 3d editor.........


I can't thank you enough for this great editor, it made me make models that i never thaught i could make with an other editor, TY

Signed Sueastside.
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SneakyPete
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PostPosted: Fri Aug 20, 2004 11:50 pm    Post subject: Reply with quote

Actually, some sort of generic XML export format might be a very good idea because this could be easily used by a lot of different 3D engines and programming languages Laughing
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cmoibenlepro
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Joined: 14 Aug 2004
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PostPosted: Sat Aug 21, 2004 8:14 pm    Post subject: Reply with quote

here is another site explaining the specifications of .map files:
http://www.gamers.org/dEngine/quake/QDP/qmapspec.html

Do you want that I send you a sample .map file made with QuArK ?
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Jeroen
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PostPosted: Sun Aug 29, 2004 1:58 pm    Post subject: Reply with quote

I have added normals to the .X export function but I need it tested. Is there anyone out there who can test this for me (e.g in DarkBasic/Blitzbasic/your own engine)? Let me know and i'll send you a few .X files with normals.
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