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Exporting IFL without Max?

by Adam J. Thompson · in Artist Corner · 02/18/2004 (7:22 am) · 13 replies

Is there a way to create and attach an IFL to a DTS model WITHOUT having to export it from Max? I don't have Max (I'm currently using the Maya exporter), so is this something that has to be built into the Maya exporter? Can it be done from Milkshape?

Adam

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  • #1
    02/18/2004 (7:28 am)
    As far as I know Milkshape does not at this time support IFL files. :( But I read in Sven Knie's plan that he is working on adding them to the Milkshape exporter among other things. ;)

    Matt

    Furballz
    #2
    02/18/2004 (12:08 pm)
    Also Dave Wyland is in the process of upgrading the Lightwave Expoter to support IFL.
    #3
    02/19/2004 (2:05 am)
    Matt is right, i'm working on updates for the Milkshape exporter.
    Allready done are LOSCollision and Level of Detail support.
    A compiled version can be found at ms2dts-LoD
    There is also a tutorial how to set up the milkshape model for Level of Detail and LOSCollision (even if the TGE doesn't support LOSCollision at this moment).

    - The LOSCollision is already checked into CVS Head
    - The LoD support is already submited to Tim Gift.

    In work are
    - IFL animation support (materials and ILF materials are finished, only thing is how to setup the animation it self)
    - Detailmap support (flags for mesh are set, materials have to be create)

    So just take a look from time to time at our Homepage.

    PS: If anyone knows how to setup a IFLanimation or have a free Max Model with ILFanimation, please drop me a line => sven@3d-diggers.de
    #4
    02/19/2004 (2:21 am)
    [edit]double post, seems a strange Forum bug. Just have hit the refesh button[/edit]
    #5
    02/19/2004 (10:59 am)
    Also, the Blender exporter supposedly fully supports all DTS features now. Another low-budget option.
    #6
    02/20/2004 (4:28 am)
    @Sven, I just emailed you a simple max shape with a working ifl material. Its a waterfall with a flowing water animation. Let me know if you need another example, or different format.
    #7
    02/20/2004 (6:22 am)
    Erik, thx
    I just get it :-D. I take a look at it and try my luck ;-)
    #8
    02/20/2004 (6:54 am)
    Alex,

    The blender exporter does not yet support .ifl animations.

    Sven,

    Perhaps you could give me some pointers as to how to implement the IFL support (when of course you figure it out)? :)
    #9
    03/09/2006 (2:49 pm)
    Oh, that would be amazing if blender would be able to also use ,ifl animations.

    (couldnt you just specify it in the shape base code to use the material with an ifl extension rather then png or jpg????

    the way i understand it, the engine looks intot he material name, then searches for the texture file that has that name and either an png or jpg extension, so by specifing it to be ifl, wouldnt then the engine pick that up???

    i really have no clue how ifl works, but i would imagine that something like that would be possible.
    #10
    03/09/2006 (5:22 pm)
    Actually the sequence helper has a property to look for IFL animations (In MAX). Then that gets wrote into the animations for the DTS. The exporter could be modified for blender though to work some kinda way. And I am sure you could write IFL support for Blender.

    If you felt like you really had to.... :)

    Matt
    #11
    05/29/2006 (3:33 pm)
    Has the blender exporter been updated to use IFL or UV animation since March? If not, are these functions planned some future release?

    phong.
    #12
    05/30/2006 (1:03 pm)
    Gamespace 1.6 support IFL.
    #13
    05/31/2006 (9:38 am)
    The Maya exporter works fine when it comes to IFL's. Not sure what you have encountered, but shoot me an msg if you are having trouble.