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Re: The answer to life, the universe and unity3d [Re: sivan] #434623
12/22/13 19:22
12/22/13 19:22
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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I love those screenshots. Did you convert the models to an own format or do you support some public ones now?

Re: The answer to life, the universe and unity3d [Re: PadMalcom] #434624
12/22/13 19:36
12/22/13 19:36
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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i bet they're not using their own format... this would just make things more complicated


POTATO-MAN saves the day! - Random
Re: The answer to life, the universe and unity3d [Re: Kartoffel] #434630
12/22/13 22:08
12/22/13 22:08
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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no one wants to use a public format for model loading (except maybe sid...) as that will always be a lot slower. Those are using our own format wich we can load several times faster than it would be possible with any of the commonly used ones. I am quite sure that unity uses a custom format, same with gamestudio, ogre, cryengine and most other engines out there. Because it really is worth it.
So far I converted all models per hand using a blender exporter I wrote but in the future we will provide some other ways to convert all major formats to our custom one.

Re: The answer to life, the universe and unity3d [Re: Slin] #434631
12/22/13 22:11
12/22/13 22:11
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
Okay if there exists a converter, I'm fine laugh

Re: The answer to life, the universe and unity3d [Re: PadMalcom] #434781
12/26/13 18:38
12/26/13 18:38
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline OP
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Nothing else to add...


Well, actually, to bring the topic of model formats back: Nils implemented an Assimp based module in the past few days that allows you to just throw whatever model you want at Rayne and it will most likely stick. Of course, it's not as fast as our format, but for quick prototyping, this is probably definitely easier to use.


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Re: The answer to life, the universe and unity3d [Re: WretchedSid] #434783
12/26/13 18:48
12/26/13 18:48
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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will it be possible to use custom object / postprocessing shaders?

also, do you know when we can expect a version to try out ourselves?


POTATO-MAN saves the day! - Random
Re: The answer to life, the universe and unity3d [Re: Kartoffel] #434784
12/26/13 18:54
12/26/13 18:54
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
if I rememebr well assimp can handle gamestudio mdl7 beside many others... once I put this to the future thread of this forum suggesting to integrate it into gamestudio.


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Re: The answer to life, the universe and unity3d [Re: sivan] #434786
12/26/13 20:26
12/26/13 20:26
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Originally Posted By: Kartoffel
will it be possible to use custom object / postprocessing shaders?


Originally Posted By: Slin

But if you don´t want to use our default shader you can of course just write your own and assign it to a material or change the default shader or do whatever else you want.


Originally Posted By: Kartoffel
also, do you know when we can expect a version to try out ourselves?

The first alpha will be send to testers on january first if everything works out as planned.
Over the next couple of months we will probably need some more testers, so you either get to try it then or you will have to be buy it when we are ready

Originally Posted By: sivan
if I rememebr well assimp can handle gamestudio mdl7 beside many others...

In theory it supports many file formats, but often with restrictions. Collada worked great so far, a couple other less common ones too but others don´t work or mess things up or whatever. Otheres like fbx and c4d depend on third party sdks and for example fbx does not support animations. Also blend files don´t work, at least not with the latest blender version.
So as you can see, in theory it is quite perfect but in reality all those formats are really hard to maintain, to support all their features and to combine it into one general solution like assimp.
At the moment we only support static meshes with assimp, but I am working on animations right now and then an exporter to our own format, as well as some ways to automatically try to find and assign unassigned normal and spec maps and lod stages by searching for some patterns in the file names.

Also if I´ve got enough time till the alpha I will write an importer for texture files using imagemagick and hopefully also some easy to use useful tools to convert textures and models into better suited formats.

Edit: in case no one noticed: the screenshot above is one of the first screenshots showing Rayne running on windows, which is what Sid worked on for the last three days or so laugh

Last edited by Slin; 12/26/13 20:27.
Re: The answer to life, the universe and unity3d [Re: Slin] #434789
12/26/13 21:48
12/26/13 21:48
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Sid works with ... WINDOWS?!?!


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Re: The answer to life, the universe and unity3d [Re: alibaba] #434790
12/26/13 21:59
12/26/13 21:59
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Germany, BW, Stuttgart
@Sid: Congratulations, so you have a 3-platform support now? Or is any mobile OS supported as well?


Visit my site: www.masterq32.de
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