3D Models and 3D World

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  • Hi there,

    I have 2 questions in order regarding the integration of Irrlicht and MMF2

    1)How the 3D world editor thing will be handled in order to build worlds (light, shader, geometry etc)?
    2)What is the format of 3D objects and how the "Model editor" will be handled so we can define specifics of animation of objects, characters etc?

    These are the most important questions on the graphic side since the more control we have on this matter, the more quality demos we'll be able to build.

    Thanks

  • All of the specs of the Irrlict Engine, Please login to see this link. should also be the specs of the objects in regards to model types, and polycount etc. As far as the 3d world editor is concerned, once you poke around in the objects you will get a idea how it works, Their is no actual editor that I am aware of. Ross can probably elaborate on this question.

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  • Formats for models and terxtuires:

    Currently supported textures file formats:

    * JPEG File Interchange Format (.jpg, r/w)
    * Portable Network Graphics (.png, r/w)
    * Truevision Targa (.tga, r/w)
    * Windows Bitmap (.bmp, r/w)
    * Zsoft Paintbrush (.pcx, r/w)
    * Portable Pixmaps (.ppm, r/w)
    * Adobe Photoshop (.psd, r)
    * Quake 2 textures (.wal, r)
    * SGI truecolor textures (.rgb, r)

    Currently supported mesh file formats:

    Animated objects:

    * B3D files (.b3d, r, skeleton)
    * Microsoft DirectX (.x, r) (binary & text, skeleton)
    * Milkshape (.ms3d, r, skeleton)
    * Quake 3 models (.md3, r, morph)
    * Quake 2 models (.md2, r, morph)

    Static objects:

    * Irrlicht scenes (.irr, r/w)
    * Irrlicht static meshes (.irrmesh, r/w)
    * 3D Studio meshes (.3ds, r)
    * Alias Wavefront Maya (.obj, r/w)
    * Lightwave Objects (.lwo, r)
    * COLLADA 1.4 (.xml, .dae, r/w)
    * OGRE meshes (.mesh, r)
    * My3DTools 3 (.my3D, r)
    * Pulsar LMTools (.lmts, r)
    * Quake 3 levels (.bsp, r)
    * DeleD (.dmf, r)
    * FSRad oct (.oct, r)
    * Cartography shop 4 (.csm, r)
    * STL 3D files (.stl, r/w)
    * PLY 3D files (.ply, r/w)

    for modelling, options are;
    3dsMax, Maya, etc (top shelf - and do you "own" it? )
    Milkshape (cheap approx $20US) * and can animate
    Fragmotion (cheap)
    CartShop (cheap)
    Deled3D *free (can raytrace - but slow)
    Wings3d *free

    Another good tool to have is Ulimate unwrap3d, which is great not only for texture but converting between formats. (cheap)

    personally i model with either wings or deled depending on the model, with the option to export it in something i can import or open in milkshape to animate.

  • Hm, still no FBX?

    Quote

    * Microsoft DirectX (.x, r) (binary & text, skeleton)

    Which one of the dozens of derivates? Working with X is more of a gamble than a real pipeline, heh :)

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  • May i add here some points? :)

    When it`s for modeling only, then you can add any somehow up to date 3D package that is able to export to OBJ. Including Blender. And excluding Fragmotion and Milkshape. They have modeling tools, but this tools are more meant to do some last fixes, and not to create the full character. It`s just a very rudimentary toolset like used back in the mid 90`s. I would never ever think about modeling in those two :)

    For texturing you may need a good 2D software. There is no alternative to Photoshop when you have the money. But Gimp or Paint.Net are also useful, even when not this powerful. You will also need a software to uv map your mesh. Blender can do that. Ultimate Unwrap 3D too. I heard Wings 3D also has good unwrapping and LSCM onboard.

    When it`s for animation, then there is not this much left in the freeware and low cost sector. Fragmotion probably. Even when it`s a bit complicated to handle. I wouldn`t really recommend Milkshape for animation though. For conversion maybe, but animating in Milkshape is a bit too medieval for my flavour. Blender is capable to do state of the art animation. And when you have UU3D, then there should also be a pipeline. Haven`t tested it yet though if it works with 2.5.

    Animeeple is worth a try. Even when it`s more a BVH dressing app. But that is more and more used in 3D games anyways. I heard there is also a animation tool in Daz 3D Studio. But i don`t know if it is any good.

    There is still Carrara 7 Pro available at a 3dmagazine called 3d world mag (Please login to see this link.) , which has also a somehow useful bones system from what i know.

    Softimage Modtool is also free for non commercial work. And has a useful bones system onboard.

    When you have the money, then one of the big boys may be your best bet. Max, Cinema 4D, Lightwave ...

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  • Quote from Bruto

    It looks like it has an editor.. Please login to see this link.
    will have a look at that :)


    IrrEdit outputs .irr scene files that irrlicht can load. However the extensions cannot - at this point at least.

    Quote from Bruto

    Since it is open source I suppose Ross can edit something if needed to better suit MMF2 integration?


    This is true and have already done so.

  • While that could work for very, very simple stuff, I suspect it is going to be a nightmare for anything more detailed, such as the FPS project. For preliminary tests, its fine but to build a full pretty example, ability to load .irr scenes. would be a must.

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