myAM Posted June 16, 2005 Posted June 16, 2005 On the newbie forum I was advise to use .x for my video game because it was a safe bet for animation and all. 1. Anyhow, besides .x there's .obj, 3ds, md2 --- is there anymore? 2. If so, (question above) why? 3. Also do you animate the model inside AM or inside the game editor? Quote
Obsidian Games Posted June 16, 2005 Posted June 16, 2005 There are way too many game model formats to list here. Pretty much every major game publisher uses it's own model format, sometimes using a different or multiple formats for each game. There can be a lot of reasons for this -- they might want to keep their format secret, they might need specific information in their format that is not available in other formats, etc. If you're looking to make a game using A:M, your best bet is to figure out what will work best with your game engine and then go from there. Are you creating an engine from scratch? If so, the model format that you use is up to you, as you can code all of the model loading & display routines yourself. You could even create your own model format, and use the A:M SDK to export model information to your format. If you're using an existing game engine, then you should find out what model formats they support. A:M has exporters for a number of formats -- 3ds, obj, act, x (which I wrote), with more being added (and I'm sure I've forgotten some). If your game engine uses one of these formats, you can export directly to the engine. If not, you may be able to export from A:M, and then use a model converter (there are a number of these on the net) to convert to a format that you can use in your engine. As for animation, in most cases you'll do all of your animation inside A:M. You then export that to your model or animation format, and use it in your game. Some game engines may allow you to tweak or change animation settings inside their editors, but for the most part, you should be able to use A:M for your work. In any case, this forum should be a good resource for any questions that you might have while using A:M for game modelling. Quote
myAM Posted June 17, 2005 Author Posted June 17, 2005 Are you creating an engine from scratch? If so, the model format that you use is up to you, as you can code all of the model loading & display routines yourself. You could even create your own model format, and use the A:M SDK to export model information to your format. Whoa, don't you think that is to advance for someone like me! What would I even use to make a game engine? C++ hmmm ? I wouldn't even know where to start. You said there is "numerous" other 3d extensions? Like what? Can you name 12 more, I'm seriously curious. Quote
Obsidian Games Posted June 18, 2005 Posted June 18, 2005 Sorry myAM, but without knowing you, it's hard to know what your programming knowledge is. If you don't know C++, then it would probably be best to use one of the commercial game-making packages (there are a few threads in this forum covering some of them). As for other 3D extensions, check out this link for a small sampling of them. Seriously though, almost all major game companies use their own format(s). http://www.unwrap3d.com/formats.aspx Quote
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