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Re: Blender file format
Saturday, January 8, 2011 - 09:43

md5mesh and md5anim are quite "nice" text based and proven file formats. There are Exporters for Blender <2.5 and >=2.5

...

 Tartos, if you use http://jsfromhell.com/classes/binary-parser then I'm sure ascii is on par with binary for java/js because that code *parses* IEEE floats 32 bit, *bitwise*.

Ok you convinced me :). I looked at this format and it seems to do the trick. It will save me some time. Thanks for the answers.

Re: Blender file format
Wednesday, January 5, 2011 - 05:59

I don't want to use .blend in game. I want to be able to process a directory containing various .blend files to convert them to a more simple file format.

For the text vs binary, it's because I want to use the model with webGL. Next generations of smartphones will be able to display webGL, however they still have a less powerfull processor than desktop pcs and more importantly, less bandwidth to download the models to display. Because I want a light format, I don't have a lot of information to pick in 3D files, so I was thinking of directly picking them into .blends :).

I 'll take a look at Ogre and Irrlicht source code, thanks for the hint ;).

Re: Blender file format
Wednesday, January 5, 2011 - 00:52

Thanks for the link johndh. You're right, Glest doesn't use skeletal animation. I guess it is to lower CPU load while animating hundreds or thousands of units, at the expense of more memory used in the graphic card.

The export script is interesting, I'll have a look at Blender's python API.

Re: Blender file format
Tuesday, January 4, 2011 - 13:00

Games uses binary format for speed and I believe a lot of game have their own binary format. I have tried the collada exporter of blender a year ago. The result was so poor that it didn't come into my mind to retry it :P. I have a java ms3d parser, but blender do not export to this format. Obj does not handle rigging and animations.

As I haven't any loader for the moment, I prefer looking into blender file format instead of convert .blend in another format I will have to look at. But if you know a light binary format that handle animations and rigging, and that is exportable from blender, let me know, I don't want to reinvent the wheel.

Oh and I think I found how to link weights vertices and bones (the def_nr int should target a bone).

Re: Blender file format
Tuesday, January 4, 2011 - 12:15

Creating the data structure and loading data is quite easy : the end of the file tells you how to do this (the DNA1 block). The problem is how to interpret these data structures : they are not documented, nor is the source code :(.

However by searching 'weight' in the source code (readfile.c), I came on the MeshDeformModifierData structure. I'll look later into this.

EDIT : It seems the data is in the following structures : MDeformWeight and MDeformVert. I still don't find how these weights are linked to the bones, perhaps with the flag int ?

Re: Weekly Challenge: Espionage (due Dec 20th)
Friday, December 17, 2010 - 00:59

It will be hard to vote, all contributions are really nice.

Re: Flanged mace
Friday, December 17, 2010 - 00:56

Nice one ! What I like the most is the 3 variations that allow a kind of upgrade. And the rust on the first mace seems so real !

Re: Official new project name: FLARE
Wednesday, December 15, 2010 - 01:06

I like this new name !

Re: Multi-elemental attacks in RPGs? Is there a cool way to ...
Thursday, November 18, 2010 - 05:25

Another idea :

Like Pfunked's PMOD system, you have a FWEA system :

        Fire

Earth        Air

       Water

Fire + Earth : Meteor

Fire + Air : Fireball

Air + Water : Blizzard

Earth + water : Frozen boulder

 

Re: Multi-elemental attacks in RPGs? Is there a cool way to ...
Thursday, November 18, 2010 - 04:09

I liked the diablo II 's elemental damage system, similar to the system described in the first post (i.e. diablo II vangeance skill), excepts for the absorb.

However, if I had to design an elemental damage system, I would perhaps go with something like this :

Fire <-> Water

Earth <-> Air

Light <-> Dark

And a value between -100 and 100 (or -150 to 150 for abosrb possibility) for each couple. If you have -50 in fire <-> water, then you take 50 % of fire damage while you take 150% of water damage.

For weapon, I would allow only 1 element to deal full damage with spell like fire weapon (your weapon now does fire damage), and then add absolute values for other elemental damage (e.g. a sword that does 10 physical damage and 3 earth damage, if you use a fire weapon spell, then it does 10 fire damage and 3 earth damage)

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