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Geek Culture / is direct x best file format for games?

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David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 11th May 2009 15:31
almost every commercial game ive played doesnt use .x models in there games. so is .x the best model format for games?? or is there something better?
Van B
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22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th May 2009 16:29
Every single DirectX powered game will use some sort of .X model. The .X framework handles meshes, any type of mesh that the engine needs to support. So even if you store your model in some obscure format, when you load it in the chances are it becomes a standard DX mesh format.

I guess it depends on how you look at it though - the principles are all the same when using an engine like DX, it expects meshes to be handled in a specific format whether you do that directly or not. Animation and texturing is usually handled differently by pro's than how we would deal with things - which is why they don't just opt for the standard .X format usually. Thing is - we have these options already, we could take our .X models and convert them to DBO objects which is a lot more like the techniques the pro's would use. One aspect is protecting the media - how freakin awesome would it be to root around games like HL2 and find a load of .X models!.

Another reason why pro's might keep this extra layer of abstraction is that if they stick to their own model format and just convert over when loading, well they have full control over what their file format contains but more importantly the media is transportable between platforms and engines.


Health, Ammo, and bacon and eggs!
David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 11th May 2009 17:23
thanks van!

i wanted to ask u are you a hard core programmer or something because some of the stuff ive seen from you like your examples are really cool! you really know how to code! i wish i knew half the stuff you know!

btw are u working on a dbp game??
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th May 2009 20:06
Thanks!
My main project is Bruce, a remake of the old Speccy and C64 classic, but not too close of a remake if you know what I mean. It's a feature in the newsletter, been going for quite a while now.

The trick is to not worry about knowing everything, because every single project is a learning experience. If you need to know something for a project then you will learn it, I think the best way to get into DBPro is to experiment with the stuff that interests you - everything else will fall in behind that. The forum has been going for so long now that there's examples and help for pretty much anything we could need, best to just get stuck in I say.


Health, Ammo, and bacon and eggs!
Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 12th May 2009 05:52
Quote: "almost every commercial game ive played doesnt use .x models in there games"


How can you tell?

Darth Vader
20
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Joined: 10th May 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 12th May 2009 08:19
Quote: "How can you tell?"
You would know Jeku, don't you work for EA?

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Green Gandalf
VIP Member
20
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 12th May 2009 13:12
Quote: "Quote: "How can you tell?"
You would know Jeku, don't you work for EA?"


But I guess he won't tell for that very reason.
Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 13th May 2009 01:22
Quote: "You would know Jeku, don't you work for EA?"


Not anymore, and I didn't work on rendering anyways, so there was no reason to be poking around the model folders

Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 13th May 2009 18:14
*.Obj is pretty much Universal for Moddelers, aswell as *.3ds, other than that, I think *.Obj is best for game-developers aswell as artist's and Etc.


"Your greatest teacher is your harshest critic"-'Butterfingers'
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 13th May 2009 18:50
I tend to stick to .3DS as that works well with my apps and workflow, but OBJ is damn handy too - especially when CharacterFX throws a fit on a 3DS file.

I think that OBJ is quite an easy format to decipher, compared to the inconsistent hell that is 3DS. 3DS goes back so far though that it's practically a grandpa, it's been a standard 3D model format since before there was such a thing, probably.


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