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Post by baxter on Sept 28, 2009 17:06:11 GMT -5
I wanted to know if it would be possible to load a model from milkshape in the MS3D format Using Basic4GL. Im very new to this programming so forgive me if this is something we've already covered.
just joined the forum today! thanks
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Post by Darkjester on Sept 28, 2009 18:11:44 GMT -5
Export the model as a wavefront .obj and load it, it would be alot simpler. -darkjester
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Post by matthew on Sept 28, 2009 18:26:12 GMT -5
Hi baxter, welcome to the forum. I tend to agree with what dj said, it will be a lot simpler & the results will probably be the same. There is a thread here which contains a lot of advice on model loading & another one here which deals with the Basic4GL BGM format.
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Post by baxter on Sept 28, 2009 18:35:33 GMT -5
I wasnt sure if the .obj format includes textures and animation. If it does then it will work for my purposes. the md2 format wont work because it has a 4000 poly limit and most of my models are in the 8000+ range. I just need a format that uses skeletal animations and textures.
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Post by Darkjester on Sept 28, 2009 18:45:35 GMT -5
I wasnt sure if the .obj format includes textures and animation. If it does then it will work for my purposes. the md2 format wont work because it has a 4000 poly limit and most of my models are in the 8000+ range. I just need a format that uses skeletal animations and textures. Dont want to burst your bubble, but that isnt happening in basic4gl, the amount of polys your referring to for one mesh as around next gen level, and basic4gl doesnt have that kind of power, why not use keyframe based animations? Skeletal is very hard especially for a beginner. And you can export more than 4000 if your loading it yourself. And im a 3d modeler as well, i dont see a need for a poly count that high. Good luck, happy coding -darkjester
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Post by baxter on Sept 28, 2009 18:56:57 GMT -5
the program im trying to write is really jut a model viewer that would alow me to place multiple models in a scene and put them in one single pose from the animation file. the models are on the high side but speed isnt an issue for my purposes. I wrote most of the program in darkbasic before i realized i couldnt use the kind of animation milkshape uses. I think its skeletal. darkbasic uses the old model with a hierachcy and separate model parts. blech. but the large static models worked fine.
milkshape has a limit of 8100 vertices so Ive been keeping my models at that.
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Post by Darkjester on Sept 28, 2009 18:59:22 GMT -5
Why do you need such a high resolution model? you will find it will take alot more work to build a similar program in basic4gl. And im making an fps, speed isnt really an issue if you understand transformations very well but skeletal can still be tricky and slow
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Post by baxter on Sept 28, 2009 19:28:27 GMT -5
I always thought of my models as low poly.. ha.. they're nothing compared to poser models that are like 20000.. the program is basically to create scenes to take screen shots of. ive been looking at lots of different basic languages and they all have problems. mostly the format. blitzbasic looked good but all the models have to be .b3d format which i cant get to work. Since i like milkshape the best it would be good if i could just import that format. Ive got all the info on the format but I need something that will let me import it.
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Post by Darkjester on Sept 28, 2009 20:27:47 GMT -5
First thing to know about what i call "Real" programming is that you the programmer load the format, with basic4gls file handling routines you can theoretically load any kind of file out there, just have ot understand the file format, and the functions. that is why i am using basic4gl and not blitz, or darkbasic or other shitware languages(parden my french) sure they are visually stunning but its more scripting than actual programming where as i used my knowledge learned from basic4gl ot move on to c++ which is industry standard for 3d graghics programming -darkjester
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Post by Darkjester on Sept 28, 2009 20:40:02 GMT -5
I dont see that as low poly i see low poly as like 400-500 triangles lol
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Post by baxter on Sept 28, 2009 20:40:36 GMT -5
i have the ms3d format I dont entirely understand it. mostly I make models for television, those crappy scenes that a show cuts too before commercial. or the opening graphics. I did the bad girls club logo. its a flat 3d thing. very lame. I send those models to someone else and they make it look pretty. so the modeling I can do. i dont understand the coding behind it too well. i tried to learn c+ but its just beyond me. thats why im looking for a basic language that will work for this project. basic4gl looks like it will work. if i could load my models into a scene and move a camera around them. its so simple that its so hard.
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Post by baxter on Sept 28, 2009 20:54:25 GMT -5
some of the gran theft auto models are pretty big.
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Post by Darkjester on Sept 28, 2009 20:55:29 GMT -5
which GTA models? and yea its a lil hard, opengl cameras are fun
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Post by baxter on Sept 28, 2009 21:04:24 GMT -5
some of the car models you can import to the game can get pretty big. with the interior detail and the engine and undercarriage stuff. plus the mutiple parts for damage. the dented parts are in the same model file. I dont get that carried away most of the time. with darkbasic if I had a character with multiple poses i would have to export every pose to a separate file. I would like to make a 3d viewer where i didnt need to do that. from reading all the docs on basic4gl it seems possible to import MS3D. I was looking at purebasic it supports Ms3d it says... the site is in french which makes me nervous. haha
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Post by Darkjester on Sept 29, 2009 21:48:21 GMT -5
md2 models can contain all the animations you want at once, and the code you write to draw them can be designed to make them smooth, there is no limitation to how good you can make the texture for them either, you can put as much detail and use a pretty large texture, as for the triangle count, alot of next gen games for character models start from 2-5000 triangles.
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