Shadow Warrior - "New Episode"
#901 Posted 14 July 2017 - 10:53 AM
#902 Posted 14 July 2017 - 10:55 AM
This post has been edited by Striker: 14 July 2017 - 10:57 AM
#903 Posted 14 July 2017 - 10:57 AM
Mblackwell, on 14 July 2017 - 10:53 AM, said:
I stand corrected on that, in my notes when I used it last year it wasn't updated in quite awhile.
My point still stands. The FBX exporters are maintained by industry engineers, and have a fuck ton of tested man hours(since there are a bunch of shipped products using FBX). IQM is only used by small number of people(really small, like tens of people in the world), and I can attest to how fucked the general IQM exporter is(or at least was a year ago).
It seems like you guys are making the wrong choice, and for the life of me I can't see why .
This post has been edited by icecoldduke: 14 July 2017 - 10:58 AM
#904 Posted 14 July 2017 - 11:04 AM
I suggested SMD or DXM which Valve maintains good tools for. But everyone has their own preferences, and the real idea being suggested is that the format be something open and stable, that has tools and doesn't require intermediary steps.
#905 Posted 14 July 2017 - 11:18 AM
#906 Posted 14 July 2017 - 11:21 AM
https://github.com/excessive/iqm
#907 Posted 14 July 2017 - 11:33 AM
icecoldduke, on 14 July 2017 - 10:57 AM, said:
My point still stands. The FBX exporters are maintained by industry engineers, and have a fuck ton of tested man hours(since there are a bunch of shipped products using FBX). IQM is only used by small number of people(really small, like tens of people in the world), and I can attest to how fucked the general IQM exporter is(or at least was a year ago).
It seems like you guys are making the wrong choice, and for the life of me I can't see why .
Probably due to open source politics and the view that anything from Autodesk or Microsoft is part of some great, evil conspiracy.
Assimp is an open source solution used by the Doomsday Doom source port (that gives FBX and even Blender support). It is in itself open source and is 'mod proven'.
https://youtu.be/tmko85wtHss
This post has been edited by Tea Monster: 14 July 2017 - 11:34 AM
#909 Posted 14 July 2017 - 11:45 AM
There is a viewer and file converter, but I can't vouch for them as I've not tried them out.
#910 Posted 14 July 2017 - 11:50 AM
This post has been edited by Mark.: 14 July 2017 - 11:50 AM
#911 Posted 14 July 2017 - 12:21 PM
Mark., on 14 July 2017 - 11:18 AM, said:
Absolutely. There is no way we would throw out support for every HRP and Polymost/Polymer mod ever.
TON, on 14 July 2017 - 11:21 AM, said:
https://github.com/excessive/iqm
Thanks for the suggestion! Unfortunately a library written in Lua is of no use to us.
Tea Monster, on 14 July 2017 - 11:33 AM, said:
ice has mentioned assimp before. I like that it's battle-tested and licensed as 3-clause BSD. Unfortunately, it's still massive, with support for tons of formats no one cares about that would bloat our EXE size.
Spiker, on 14 July 2017 - 11:36 AM, said:
Dareth the ignoramus speak again?
#912 Posted 14 July 2017 - 12:49 PM
Hendricks266, on 14 July 2017 - 12:21 PM, said:
Why do you care about exe size?
#913 Posted 14 July 2017 - 12:54 PM
This post has been edited by Tea Monster: 14 July 2017 - 12:54 PM
#914 Posted 14 July 2017 - 02:29 PM
- Blender's IQM exporter always worked. I'd say it's the best model exporting script i've seen made for blender because it's not made for satisfying a nehe tutorial and the model format doesn't change suddenly. Due to this, I use IQM as an exchange format with Noesis to export better PSKs, MD3s, etc. for other engines, i.e. UnrealEngine2
- I don't use IQM for my projects as an end model, but if I did, it'd be something i'd want control of skeleton bones for in a supporting engine like Darkplaces. I'd use it over MD3 if it's available and properly implemented in the engine/renderer.
- Ioq3's IQM support is crap. No tags, crashes, odd bone deformities, no LoDs; and if you've got an issue with it, submit a patch or get blocked forever. It's done for a feature bullet point. For that engine I export to Raven's MDR instead as the support in that is already finished and it's a much more efficient format than IQM (At the expense of skeletal hierarchy and precision, which doesn't really matter for a game that can't control a single bone, treating all models as if they were linear vertex morphs ducttaped together).
- The derigify checkbox in the iqm exporter is pretty cool at getting rid of excess bones on a rig (that is if you use rigify and have DEF/ORG prefixed bones of every bone, it exports only the DEF ones and ignores all your complex ik bone setups)
- FBX is not a game-ready model format at all, and the aforementioned license conflicts trumps all other concern
This post has been edited by leilei: 14 July 2017 - 02:36 PM
#915 Posted 14 July 2017 - 02:37 PM
leilei, on 14 July 2017 - 02:29 PM, said:
Care to elaborate?
#916 Posted 14 July 2017 - 05:46 PM
#917 Posted 14 July 2017 - 05:51 PM
leilei, on 14 July 2017 - 05:46 PM, said:
All your stating is why you think these other formats suck, and not why IQM is better .
This post has been edited by icecoldduke: 14 July 2017 - 05:54 PM
#918 Posted 14 July 2017 - 06:11 PM
icecoldduke, on 14 July 2017 - 05:51 PM, said:
IQM is better because it doesn't suffer from the issues that were mentioned with the other formats. I thought the post made that pretty clear.
#919 Posted 14 July 2017 - 06:18 PM
TheZombieKiller, on 14 July 2017 - 06:11 PM, said:
The only technical thing he brought up was smoothing groups and vertex normals, both of which FBX has. The FBX exporters are fantastic, so my point still stands, I'm not sure how his post applies to FBX, or is he just saying IQM is better then the formats he listed? If so none of his post is relevant to why IQM should be choosen over FBX .
EDIT:
Didn't mean to down vote you. Evan it would be nice if you added a forum feature that allows us to undue voting.
This post has been edited by icecoldduke: 14 July 2017 - 06:30 PM
#920 Posted 14 July 2017 - 06:42 PM
#922 Posted 14 July 2017 - 07:03 PM
Striker, on 14 July 2017 - 06:42 PM, said:
This also doesn't help the iqm vs fbx debate since there isn't a iqm plugin for milkshape : )
This post has been edited by icecoldduke: 14 July 2017 - 07:04 PM
#923 Posted 14 July 2017 - 07:24 PM
icecoldduke, on 14 July 2017 - 07:03 PM, said:
But I also can more easily convert it's supported formats to IQM and back via Noesis and still not be tied to 3DS Max if I want to fully utilize the format.
#924 Posted 14 July 2017 - 11:22 PM
Why don't you use assimp and wire up the MD3 (shudder), IQM (gag) and FBX importers to EDuke. Three formats isn't too much, we have three 2D formats, and the people who want to use IQM can be happy and you can put a call out on somewhere like Polycount for people to help with the mod and they won't be horrified by being asked to use tools and formats from the bronze-age of game modelling.
#925 Posted 15 July 2017 - 12:06 AM
#926 Posted 15 July 2017 - 04:18 AM
Also Evan, looking at the model loader in Eduke32, its very inefficient, its doing a bunch of small reads rather then one big read.
This post has been edited by icecoldduke: 15 July 2017 - 04:28 AM
#927 Posted 15 July 2017 - 04:31 AM
#928 Posted 15 July 2017 - 04:48 AM
Hendricks266, on 15 July 2017 - 12:06 AM, said:
I'd like to have a technical back and forth on this issue Evan. I can't argue with your beliefs, but I'm hoping I can convince you with evidence . My question still remains the same, why do you not want to include assimp into eduke32?
This post has been edited by icecoldduke: 15 July 2017 - 04:48 AM
#929 Posted 15 July 2017 - 05:07 AM
Assimp includes a bunch of formats that we actively want to avoid supporting. Fortunately we can toggle individual formats, but have you confirmed that their MD2 and MD3 support is actually fully featured and debugged? This library doesn't solve loading KVX or IQM either.
The logic of our model loading is perfect. TX and I are skilled at optimizing and cleaning existing code. There are no factors here pushing us away from that code entirely.
#930 Posted 15 July 2017 - 05:22 AM
Hendricks266, on 15 July 2017 - 05:07 AM, said:
Let's start there. Why would you not want to support FBX import if it comes standard in the asset import library?
Hendricks266, on 15 July 2017 - 05:07 AM, said:
I don't have supporters Evan. Were on the same team.
Hendricks266, on 15 July 2017 - 05:07 AM, said:
You should leave the md2, md3 and KVX support as is. The asset import library does not support vertex animation, only skeletal animation. Which is why I said earlier, I would leave the existing md3/md2 support as is.
Hendricks266, on 15 July 2017 - 05:07 AM, said:
Look at md3load, all those calls to kread and klseek causes the harddrive to do a bunch of unnecessary head movement(with SSD's obviously this issue is less important), doing one big read and having a memory reader class of kind would speak up that function drastically.
It's always best to do one big read then a whole bunch of small reads. If you know that great, I'm just pointing out that code is not optimized at all.
This post has been edited by icecoldduke: 15 July 2017 - 05:23 AM