Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Model format  (Read 13588 times)

Eagleon

  • Bay Watcher
    • View Profile
    • Soundcloud
Model format
« on: August 03, 2005, 11:08:00 pm »

Ahhh! A post in the Armok forums? WTE?!

Anyway, I was wondering what sort of format the models are in; Custom tailored for Armok weirdness, or something you could convert back and forth? I apologize if this is an old/stupid question. I'm fairly good with modelling using a subdivision tool, ala Wings 3D, but manually placing verticies gives me a headache.

Logged
Agora: open-source, next-gen online discussions with formal outcomes!
Music, Ballpoint
Support 100% Emigration, Everyone Walking Around Confused Forever 2044

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Model format
« Reply #1 on: August 04, 2005, 12:01:00 am »

Of course it is an unusable custom stupid format.

When things roll back around to Armok, I suppose it wouldn't kill me to write some kind of import/export tool for some common format.  There's lots of extra info sitting over the Armok models, but there's probably no reason why the basic meshes wouldn't be compatible.

Logged
The Toad, a Natural Resource:  Preserve yours today!

X

  • Bay Watcher
    • View Profile
Re: Model format
« Reply #2 on: August 04, 2005, 06:00:00 pm »

Is there a good open-and-free-format for 3d models and textures? I know that toad has just fed the maths in plain text at stuff before, but there's bound to be summat better.

X

[ August 04, 2005: Message edited by: X ]

Logged