cybergarp at January 31st, 2003 10:51 — #1
I want to write an OpenGL game. Most of the background will be a fairly static background and layout to begin with. What I would like is an Open Source model editor so I can generate a static scene and then translate it into OpenGL. I think this would be faster than hacking code. What file formats/model editors are there out there?
dk2 at January 31st, 2003 12:50 — #2
Are you looking in to making an FPS (First Person Shooter) game? If yes, then you could try for level editors.
- WorldCraft (used by half-life and many other games)
- Quark (Used by Quake 3)
For model editors, you could try GMAX.
File specifications are available on the web if you just do a simple search.
baldurk at January 31st, 2003 13:24 — #3
if you want a true open source 3d modeller, try Blender.
cybergarp at February 3rd, 2003 11:20 — #4
I've been playing with blender and it seems to be what I want. It really does a good job of bringing all that complexity into an interactive UI. Now, can these models then be implemented in OpenGL? What export format does one use?
baldurk at February 3rd, 2003 13:13 — #5
any format that blender can save/export to is theoretically possible to be loaded by opengl. In practice, some formats aren't appropriate.
Take a look at the formats it can save in. If none of them suit you, you can write your own exporter
morgoth at February 4th, 2003 06:32 — #6
Are there any more "formal" specs about the format of the files produced by, say, Blender or GMAX, or i will have to dig it up??
As for modellers there is also MilkShape but it's not free (at least not anymore..) However it's well documented with tutorials, help etc.
phaetos at February 4th, 2003 06:40 — #7
I have some good experiences using a python export script for blender.
So you can define the format of the model on your own.
Here is an example site: Python Export Script
But the main problem with blender is, that it can not access the bones using the
python api. So animations using bones will still be a problem in the game...
If anybody has a nice hint about this, please tell me
jeroen at February 9th, 2003 07:52 — #8
There's a difference between model editors and level editors. Use a model editor to create models, like monsters etc. Use a level editor to create the 'static' scene in which the monsters live. You could check out:
That's the site of me and my team. We're working on a easy-to-use level editor (opengl too) which can be used in 3d projects like yours and has very easy-to-follow fileformats.
arthur_dent at February 11th, 2003 09:59 — #9
aphex at February 14th, 2003 06:33 — #10
A quick search came up with 3dxExp:
phaetos at February 24th, 2003 05:10 — #11
Sorry for the late reply...
Thank you all for the Links.. The ZModeler site seems to be down right now. MySql
is bit angry right now
But these are all Windoze programs, aren't they?
I plan to restrict everything of my tools and development to the linux platform. So
I can share some experiences on game development on the linux platform when my
first game is finished.
Yesterday I started a project to write an own 3D Modeler with support for u/v Texture-
Mapping, Mesh editing and Bone Animation. The Modeler will run under Linux using
the QT Widget set and (of course) OpenGL as 3D API.
Hopefully I will find enough time to get the Modeler running soon.
cyrax at March 15th, 2003 02:58 — #12
If you intend to use and create the models FOR gamez I suggest you take a look @ the following models and ignore the rest:
1) MD3 by far one of the easiest.
2) Half Life nice shapes
4) Serious Sam (REAL FAST ONES)
if you plan to use the models for presentations and non real time apps:
1) 3DS (general standard)
2) ASCII (lotsa documentation)