Game Development Community

dif's will they be used with T3D?

by Jaren Watkins · in Constructor · 03/26/2009 (5:35 pm) · 7 replies

Does anyone know if T3D will still be using .dif or is everything going to be in collada?

#1
03/26/2009 (6:19 pm)
It can, and probably will. Check out the lighting demo video in one of the Torque 3d development blogs. At the end of that video you'll see a "something new" scene that contains several .difs in it.

Collada is just a means to an end to make it easier to get 3d-models into Torque (.dae files which get converted into the .dts format upon entrance to Torque). I think we'll still be messing with .dts and .dif (if you wish) for a while yet.
#2
03/26/2009 (6:48 pm)
Ok so its still worth building .dif models! thanks for your reply!
#3
03/26/2009 (7:57 pm)
A while back Matt Fairfax did say that he thought they could get a large polysouped DTS to run just as well if not better than a large DIF. (large being several thousand surfaces).

Though from the dev blog posts it appears that DIF will still be fully supported. (but it ain't the future)

edit: I've built a town in both DIF and DTS (5K faces), and I'll be interested to see how they compare when the T3D Beta comes out.
#4
03/26/2009 (8:43 pm)
@Steve I'll be interested in that too, do let us know.
#5
03/26/2009 (8:59 pm)
i don't know if you are but if your thinking of selling 3d objects it might be best to put it in .dae format so it can be exported or imported into any other format just about if they want. i think alot of 3d artists that sell 3d things are going to be doing the same and they will get more sold just by doing that i think.
#6
03/27/2009 (7:55 am)
One thing I have noticed about polysouped DTS vs DIF (whilst experimenting in TGEA) is that DTS comes out with a colder colour tone. It does seem to make the textures a bit drabber, the colour less vibrant.
#7
07/03/2009 (4:56 pm)
Sorry for bumping such an old topic.

@Steve: Did you ever manage to get any benchmarks? :)