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.3ds loader out of date ?
http://ec-lang.org/community/viewtopic.php?f=7&t=80
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Author:  carver413 [ Mon Jun 21, 2010 5:25 am ]
Post subject:  .3ds loader out of date ?

I was playing around with the test3ds file to see if I could export something from blender and get it to load. this didn't work. then I tried importing the desktop.3ds into blender and exporting it back out as desktop2.3ds. the file size was of the export was smaller and again it would not load. ether blender is not exporting properly or the file format has been updated and the loader can't handle the changes. the desktop.3ds file is quite old so it may be of an older format. while I'm on the subject is there any chance the graphic's drivers are setup to do skinned animations ?
thanks Rob
Author:  jerome [ Mon Jun 21, 2010 11:26 am ]
Post subject:  Re: .3ds loader out of date ?

The 3DS format used in the SDK is an old format from back in the good old DOS days.
3D Studio Max has been using the .max file extension for a while.
Files exported from the latest versions of 3D Studio Max into .3DS generally work great with the Ecere engine.
I don't know about Blender's 3DS exporting feature. You could always ask around...

I'm not sure what you mean by skinned animations?
Ecere support the animation frames in the 3DS file format, which let you move around objects, lights and cameras... The 3D engine is quite flexible, and you can insert in some OpenGL code for example if you are using the OpenGL 3D driver, to do stuff like updating textures on the fly. (Ecere also has some support for Direct3D 8 and 9 at the moment).
Author:  carver413 [ Mon Jun 21, 2010 10:55 pm ]
Post subject:  Re: .3ds loader out of date ?

I don't really know about the blender exporter. alot of those are created by people like me who have a need and as such they are often incomplete as with this one. I've been doing some thinking and have decided that Ecere should have its own file format and will make that a part of the blender read library so people who want there work protected will be able to rewrite it to the ecere format but not the other way around. and yes I will be happy to make this part of Ecere as I would like to see Ecere get the credit it deserves. I found some good documentation on blenders file format so it should be easy enough to implement. there is over 300 structures but I don't need them all. I really like the way its setup as you can search for what you want by name and ignore everything else. I will probably use something similar for Ecere. a skinned mesh has bones like people do and when we move the bones the skin is suppose to bend to follow the bone.I done know which driver I'm using or how to change it, please tell. I'll see what I can do with the drivers. I have some experience with opengl so I'll start there an see if I can get it working. thanks rob
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