is it posible to replace dts with md2
by Ace · in Artist Corner · 10/25/2001 (6:14 am) · 4 replies
for the torque? i mean why not i have im/exporters for md2 for max3d 3 already , how hard would it be to change the code to use the md2 format instead of the dts?
About the author
Ace Owner of NoESCape.sytes.net starting from the beginning on 3d torque
#2
10/25/2001 (7:15 am)
yaeh i was wondering what you have to do, would it be as simple as hunting down everything called dts and changing it to md2?
#3
From my past experiences It involves adding in support for the engine to READ the .md2 format first. You'll have to look into the md2 format to find this infomation out and then just code in the code for it (You'll more then likely have to make that up).
Then you will have to go through all the graphics rutines and change them to use the md2 format and the code you put in. Then you'll have to mess with the skins since there somewhat different from my looking at them. You'll have to change a bit of the code there.
After all that you'll probly want to go back through and make sure your not missing any of the old graphic stuff because that will take a magor hit in preformance there if you leave loss stuff laying around.
I would say it would take a good few weeks to do it and get it in right and stuff get the same fps's you get now.
Then you will want to look into the licenseing infomation to make sure your not getting yourself into legal mobo jumbo there with selling your game.
Humm over all just use the format the engine currently uses. If your haveing problems getting models into the engine you will more then likely have better luck writeing your own exporter to the format then to change the way the engine reads the model format.
10/25/2001 (8:06 am)
Well its not that easy. Everyone here wishs it was but its ALOT harder then that.From my past experiences It involves adding in support for the engine to READ the .md2 format first. You'll have to look into the md2 format to find this infomation out and then just code in the code for it (You'll more then likely have to make that up).
Then you will have to go through all the graphics rutines and change them to use the md2 format and the code you put in. Then you'll have to mess with the skins since there somewhat different from my looking at them. You'll have to change a bit of the code there.
After all that you'll probly want to go back through and make sure your not missing any of the old graphic stuff because that will take a magor hit in preformance there if you leave loss stuff laying around.
I would say it would take a good few weeks to do it and get it in right and stuff get the same fps's you get now.
Then you will want to look into the licenseing infomation to make sure your not getting yourself into legal mobo jumbo there with selling your game.
Humm over all just use the format the engine currently uses. If your haveing problems getting models into the engine you will more then likely have better luck writeing your own exporter to the format then to change the way the engine reads the model format.
#4
10/25/2001 (1:23 pm)
Assuming the format can hold all of the necessary data, the only real part that would have to be rewritten is the read and write routines. It shouldn't require a complete retooling of the TS sytem.
Torque 3D Owner Phil Carlisle
At least thats the plan :)) might take a while tho :)
Phil.