How about adding IQM Format?

Discussion about everything. New games, 3d math, development tips...

Should we add Inter Quake Model Format to Irrlicht?

Yes!
5
56%
Yes, but... (explain)
4
44%
No!
0
No votes
 
Total votes : 9

How about adding IQM Format?

Postby ACE247 » Tue Apr 24, 2012 8:19 am

Don't know how many have heard about it yet, but here is the Inter Quake Model Format. From what I see it would be quite a good idea to add it to Irrlicht Engine, most of all since it has a well maintained exporter for Blender that works, unlike many other animated model formats irrlicht uses. Also it is rather tiny, yet feature packed and seems to be quite the preferred format in the Quake and modding community.
EDIT: So far already achieved a 10x reduction in file size compared to DirectX format storing the same file data.
Going ahead already to see what I can come up with ;)
Last edited by ACE247 on Tue Apr 24, 2012 12:18 pm, edited 2 times in total.
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia

Re: How about adding IQM Format?

Postby CuteAlien » Tue Apr 24, 2012 8:36 am

Can't add it unless someone writes the loader first...
IRC: #irrlicht on irc.freenode.net
My patches&stuff: http://www.michaelzeilfelder.de/irrlicht.htm
Games with Irrlicht: http://www.irrgheist.com/
News: http://www.reddit.com/r/irrlicht/
User avatar
CuteAlien
Admin
 
Posts: 5349
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany

Re: How about adding IQM Format?

Postby ACE247 » Tue Apr 24, 2012 9:00 am

That's what I'm intending to do then ;)
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia

Re: How about adding IQM Format?

Postby kazymjir » Tue Apr 24, 2012 9:40 am

CuteAlien wrote:Can't add it unless someone writes the loader first...

:D

The idea is good, I had always problems with blender and model formats.
Warning: Unknown: failed to open stream: No such file or directory in Unknown on line 0
kazymjir
 
Posts: 669
Joined: Sat Feb 20, 2010 4:05 pm
Location: Poland

Re: How about adding IQM Format?

Postby Mel » Tue Apr 24, 2012 10:22 am

If there was support for IQM in 3DSMAX, then i'd say you went all the way, if not, well, as you see best :)
http://santiagong.daportfolio.com/
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
User avatar
Mel
Competition winner
 
Posts: 1783
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: How about adding IQM Format?

Postby ACE247 » Tue Apr 24, 2012 10:48 am

3DS Max users can fairly easily export to blender supported formats. After all Blender IS free, its not like the paying users always need to get stuff first...
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia

Re: How about adding IQM Format?

Postby Mel » Tue Apr 24, 2012 10:08 pm

I was speaking from the point of view of the platform i use. If i can't get to export an IQM model properly, having an importer won't make much of a diference for me, simply because the intermediate exporters and importers may fail, something that happens much more often than what it would be desirable.

How would you export a skinned mesh to Blender?
http://santiagong.daportfolio.com/
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
User avatar
Mel
Competition winner
 
Posts: 1783
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: How about adding IQM Format?

Postby ACE247 » Wed Apr 25, 2012 8:24 am

Either use Collada, which Blender and particularly 3ds max are quite good at. Or I would use the Unreal tools(free) for 3ds max to export a .psk skeleton mesh and import that in blender since both Blender and 3ds max are supported by Unreal mod tools.
Or if you really want get yourself a tool called 'noesis' which is rather effective effective ;)
On the other hand I am making a multi model converter for iqm tools, so you can just drag and drop your file onto the converter.exe and voila get instant output, or batch process a whole folder.
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia

Re: How about adding IQM Format?

Postby Mel » Wed Apr 25, 2012 9:38 am

I've been looking for ways to export skinned meshes from MAX, for now, only the Unreal->B3D using Milkshape as converter has worked well but i rather a direct export, still that sounds good.
http://santiagong.daportfolio.com/
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
User avatar
Mel
Competition winner
 
Posts: 1783
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: How about adding IQM Format?

Postby fmx » Wed Apr 25, 2012 2:57 pm

I've recently been using UltimateUnwrap3D to convert between animated formats, its not free though
User avatar
fmx
 
Posts: 559
Joined: Wed Dec 06, 2006 9:28 am
Location: UK

Re: How about adding IQM Format?

Postby REDDemon » Wed May 09, 2012 7:46 pm

Yes please. Usually there is many support for crap(well nothing is really crap, but usually model formats are more usefull inside 3D editors than inside games) file formats while good file formats are rarealy supported. I vote yes and I hope you'll be successfull with that. At first look IQM is very good. Where are specifications for that file format?
OpenGL is not hard. What you have to do is just explained in specifications. What is hard is dealing with poor OpenGL implementations.
User avatar
REDDemon
 
Posts: 831
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Re: How about adding IQM Format?

Postby ACE247 » Wed May 09, 2012 9:14 pm

Well Im working on it, the specs and much code are on the iqm page.
First and foremost though I have much much other work, else this would be done in a jiffy. :)
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia


Return to Off-topic

Who is online

Users browsing this forum: No registered users and 0 guests