Game Development Community

other file formats formodels in torque?

by James Brad Barnette · in Torque Game Engine · 09/24/2002 (9:45 pm) · 5 replies

I was just wondering I have notice that a few of the other game engines availible like power render, have support for formats like .LWO "lightwave directly in them. UnrealTournement 2k3 has support for LWO in it as well so my question is this:

Just out of curiosity has anyone ever considered adding other file formats to Torque?

I mena Lightwave support is suposed to be built into UT2k3 "yes I know it comes with maya PLE" but that was only becasue LW did not get their LWlite version done in time. Lightwave was actually used for UT2K3

It seems that everyone is trying to make a round peg fit in a square hole. couldn't you just make a round hole?

ok bad analogy but it seems that it would be prolly be a little easier to come up is supprt for your format of choice in torqe. by just adding code to torque to support it.

I don't know though there may be a licenseing cost associated with using tose formats but prolly worth looking into

As for my self I would just be happy with a maya 4 exporter.

#1
09/24/2002 (10:09 pm)
Supporting more than one model format moves the conversion process into the engine. This means that every model would have to be checked and converted in memory every time they are loaded.

Where if you convert the model before hand the resource overhead is much lower when reading in a model that is in the format your engine is designed to support in memory.
#2
09/24/2002 (11:58 pm)
uh no, I mean since you have the source to the engine in theory shouldn't be able to replace the file of mat and make it something else? like say make the game in sted of dts files support mb.files or .3ds files or what ever as it's native format. I mean reading a file is reading a file. one just contains some extra information that you don't need. I would think that that could be programmed to be ignored.I understand taht the file formats could be significant in size.

You know what I take that back the file sizes are roughly the same the model I meade for tribes 2 is "almost" identicle in size to the .max file that it was generated from.

and if you have one of these programs that all of the source for how to read their file formats is right there in the SDK

So I ask again anyone else got any input on this?
#3
09/25/2002 (1:23 am)
Quote:the file sizes are roughly the same the model I meade for tribes 2 is "almost" identicle in size to the .max file that it was generated from.

This is not quite accurate. A player model that maight be 600-700K may only be 60-70K as a DTS file, and the animation sequences (which are contained in theror own files) are 1-10K after exporting to DSQ.

The exporter is basically a tool for going through the file and getting rid of all that information that you don't need.
#4
09/25/2002 (2:45 am)
hmm interesting.. I wonder my model came out like that then? have there been chages made to the dts format since Trabes 2 that could explain this? Hmm thanks for the info.
#5
09/25/2002 (3:04 am)
Hard to say. The model might be small or the export might have been very large. Certain export options can increase the file size of the exported model by quite a bit (enabling morph animations for instance)


There have been no significant changes to the export since Tribes 2.