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Author Topic: 3D characters discussion  (Read 43868 times)

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Mnemonic

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Re: 3D characters discussion
« Reply #45 on: May 24, 2006, 04:02:57 PM »

Unfortunately it's not really feasible for WME's purposes. We need a format widely supported across various 3D modelling packages.
AFAIK both Half-Life(2) and D3 are using their own proprietary model formats.
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Malasieno

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Re: 3D characters discussion
« Reply #46 on: May 25, 2006, 01:27:09 AM »

Well...  i've read some articles about it's use in Doom3 and moreover i've unpacked the .pk4 files of Doom3 and i found files in md5mesh, md5anim and LWO format. LWO that loads perfectly into the lightwave modeler.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
http://www.doom3world.org/phpbb2/viewtopic.php?t=5474
http://www.newtek.com/lightwave/developer/LW80/8lwsdk/docs/filefmts/lwo2.html
http://www.newtek.com/lightwave/developer/LW80/8lwsdk/docs/filefmts/lwsc.html

i'm not a coder and perhaps you already know this, but i hope it helps in general.
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Mnemonic

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Re: 3D characters discussion
« Reply #47 on: May 25, 2006, 07:14:43 AM »

Ok, thanks. I didn't know they were using lwo directly, I was talking about the MD5 format.
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Skipjack

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Re: 3D characters discussion
« Reply #48 on: May 27, 2006, 11:24:38 PM »

Hey!
Yupp they used LightWave and the LWO- format directly for Doom3.
The format is a bit oldfashioned, but not that hard to use. We used it successfully in our own 3d- engine back in the days, when we were still looking into doing game- development for profit.
Right now we are more into doing plugins for LightWave (see my avatar).
Wintermute makes me think about trying some game- dev again, once I have the time and the money. Thats why I am browsing these forums.
LightWave also has a .X- exporter. Never really tried it myself since I did not know where I could use that format anyway. Maybe I will give it a shot with Wintermute.
The real beauty about LightWaves format is though, that you have vertexmaps stored in the Object- file. Thats vertexcoloring, vertexweights (for bones and for surfacing as well as SubDivisionSurface- weighting and for morphs. The Format also allows to store a basic skeleton into the object- file with something called Skelegons. Plenty of cool options for game- development I would say :)
CU
Skipjack

« Last Edit: May 27, 2006, 11:29:01 PM by Skipjack »
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Dionysius

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Re: 3D characters discussion
« Reply #49 on: June 10, 2006, 10:31:50 AM »

How many polygons may I use for 3D actor in WME 1.6.x for resolution 1024x768?
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Jerrot

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Re: 3D characters discussion
« Reply #50 on: June 11, 2006, 10:26:17 AM »

That's not some fixed number, it depends on the computer, the graphics card, all the parallel running scripts... actually the IMHO best thing you can do is having some test system (which you declare as a minimum requirement) and do some tests with a scene where your maximal number of actors are visible at the same time. Then test them with some (for the ease of use maybe just downloaded) actors of different polygon size.

You should probably get some value between 1000 and 8000, but this is no fixed rule at all. 150,000 ist definitely too much though (good bye Poser...). ;)
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Amo

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Re: 3D characters discussion
« Reply #51 on: September 29, 2006, 02:36:56 PM »

I know the last post is far away.

I figured out, that for an actual computer, at the bottom end of the performance scale (one of the first 3GHz and a GeForce2...) 20 000 Polys for all characters in one scene is nearly the maximum before bringing the fps to the ground, everything higher I wouldn't recommend if you want that players with even older machines can play your game.
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