Game Development Community

Nif (NetImmerse File Format) ?

by Areal Person · in Torque Game Engine · 10/12/2006 (8:05 am) · 1 replies

Could someone please explain what would be involved (Generally) with implementing the nif format (NetImmerse File Format.) in Torque ? It really looks like this format has advantages over DTS.

http://www.niftools.org/wiki/index.php/NIF_File_Format_Library_and_Tools

I'm more thinking of the archetecture model than a specific implementation of nif itself as
It may be a copyright issue, I don't know.

I know everyone knows about gamebryo, Not that we should turn Torque into that, but...
well, it's not that bad a model. take a look at Niflib. Got to love the artwork in Oblivion !

And Here's the API doc - http://www.niftools.org/doc/niflib/

However, I may be overlooking something, are people interested in something like this, or is there to many problems with this type idea. It would be a small amount of porting involved, but I think a nif (style)
arcetecture would be more scalable and maybe even higher performance. (Please excuse my spelling)

This format just really looks advanced, and ua..., Is DTS/DSQ the forever end all solution for Torque ?


Thanks,

#1
10/12/2006 (8:30 am)
Matt Fairfax got .3DS files working in Torque (with some code changes). They were only used for static shapes if I remember correctly. He's made the code available, it should be among the GG resources somewhere -- I'm too lazy to search for a link. Anyway, looking through his code might give you some ideas on getting .NIFs into Torque.