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3DS models in Quake

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3DS models in Quake

Postby Chip » Mon Oct 25, 2010 10:18 am

How hard would it be to add a .3ds or .obj parser for models in Quake? Static objects, models.

As my engine programming skills are down to zero, I figure the md3 function might be duplicated and rewritten for .3ds or .obj file structure. Found here some reference.

.3ds

http://www.spacesimulator.net/wiki/inde ... 3ds_Loader
http://www.morrowland.com/apron/article ... /index.php

.obj

http://www.eg-models.de/formats/Format_Obj.html
http://www.martinreddy.net/gfx/3d/OBJ.spec
http://32bitshell.wordpress.com/2007/11 ... mystified/
http://nccastaff.bournemouth.ac.uk/jmac ... e/obj.html

My purpose is to narrow down the modeling flow (importing and exporting from various programs) and directly use a .3ds/.obj model in Quake (target is Darkplaces). Also, I'm much more proficient with MAX modeling than any other software.

I don't want copy/paste code (that would be awesome by the way), I'd just like some sample steps for implementing something like this in Quake's source.
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Postby Spirit » Mon Oct 25, 2010 3:25 pm

Darkplaces supports .obj since recently! I forgot the cvars and everything else, it was a pretty early implementation that I tried maybe 2 months ago.
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Postby Chip » Mon Oct 25, 2010 3:38 pm

Spirit wrote:Darkplaces supports .obj since recently! I forgot the cvars and everything else, it was a pretty early implementation that I tried maybe 2 months ago.


That's cool! I'm using an older build (May I guess), but I'll take a look at revisions' changelog and see what I find.
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