File format for 3D Models
Hi there. I have a question on 3d models. I have 3ds Max on my computer and it works just fine. One problem though is that in the tutorial I used I loaded my geometry in a .m3d file format. The file format is cool and all except that I don’t know of any program that can create it. Do any of you guys know of that sort of program? I also looked at the .obj file format and plain just don’t like it. .x is also out since I’m using DirectX 10. Thanks
Comments
I use 3ds max and I have seen this file format before but it was very long ago....ages if I recall ;) so it could be an older file format used by game developers for a certain reason. I googled and found that .m3d was used by Grand Theft Auto: Vice City and EverQuest way back in the day and I also found this explanation but I'm not sure how accurate it is but its worth a try to get a Correl based program and see if it can open/create an .m3d file if you want to keep using it.
Link: http://file-extension.paretologic.com/detail.php/File-Extension-m3d
I'm not sure what game engine you are looking to work in or it was just a tutorial exercise with the .m3d file but to give you an example, I export my 3ds max models with the .fbx file format for Unity3d game assets as it saves the model & animation inside the format and sometimes I also use .obj for static objects as .obj only exports with the material and texture but it depends on the situation but those are the only two extension I use to get my model out of 3ds max and into Unity.
Hope I could be of some help!
Cheers
Here is an example:
***************m3d-File-Header***************
#Materials 2
#Vertices 2258
#Triangles 1674
***************Subsets********************
tree01-leaves_diffuse.dds
default_spec.dds
default_normal.dds
Reflectivity 0 0 0
tree01-bark_diffuse.dds
default_spec.dds
default_normal.dds
Reflectivity 0 0 0
***************Vertices*********************
Position: 0.2652096 2.184318 1.133194
Tangent: 1 0 0
Normal: 0 1 0
Tex-Coords: 1 0
Position: 0.2652096 2.184318 0.5604791
Tangent: 1 0 0
Normal: 0 1 0
Tex-Coords: 1 1
Position: -0.3075048 2.184318 0.5604791
Tangent: 1 0 0
Normal: 0 1 0
Tex-Coords: 0 1
And if you don't like using it, you would still be able to use 3ds max to create your model, then convert it with milkshape. I think.
"RE: how do I import a gmax file as a MD3, or convert a P3D file into an MD3!!!
Posted 01-Mar-2008 2:34 PM
Modified by X3modeller On 01-Mar-2008 2:38 PM
Download and Install the tempest_install.exe from http://www.turbosquid.com/gmax - This will include importing and exporting for *.md3
Once installed, all you need do is enter c:/gmax/gamepacks/Tempest/plugins and copy the tempest.dlo file to your c:/gmax/stdplugs folder along with your previously downloaded md3exp.dle file--or the one that is in the folder with tempest.dlo--and delete the ones in the tempest folder as they are no longer needed there.
This will allow you to access the import of .md3 and export of .md3 and .map from both the gmax and tempest(gmax) installs.
cheers
@Browser ice. - davidhsmith.net does not include the readme with the file; though it does explain it beside one of the downloads--he has two--on the site."
Heres the link:
http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/30490
I do recall gmax it was like a watered down version of 3ds max without the particle system etc and its basically there to create models/assets for your game oh and its free ;) so check it out! I think were getting close to hopefully solving you problem ;) heres the gmax link:
http://www.turbosquid.com/gmax
"Gmax is a 3D modeling application based on Autodesk's 3ds Max application used by professional computer graphics artists. Whereas 3ds Max is a comprehensive modeling, animation, and rendering package with some secondary post-production and compositing features, Gmax is much more limited due to its singular intended use—game content creation. Tools and features rarely used or completely unrelated to creating 3D game models were removed (most if not all of the more complex rendering, materials, shaders, physics simulation, and some of the more advanced geometry tools, plus the rendering engine), leaving the core modeling, texturing, and basic animation rigging and keyframing capabilities. In 2005, the software was discontinued at version 1.2"
and also found this little converter and maybe if you get stuck with gmax/turbosquid exporter you can try this with blender work around rather.
http://en.dark-omen.org/downloads/view-details/1.-modding-tools/1.-map-editor/darkomen-m3d-to-blender-converter.html
Good Luck! ;)
Elyaradine, I was starting to think about using .obj format. What do you think of it?
GMax, thanks for the info. I do struggle to get the blender converter installed. The wiki help and my own directory does not match.
First hit: Turns out that it's probably a simplified format that a guy who writes tutorial books came up with to showcase something. Meaning it's pretty much otherwise useless, seeing as he converted models from other source formats into .m3d for his examples. So that's why you're not finding editors that work in this completely non-standard format.
Are you working through the same books people are talking about here?
Obj's nice in that pretty much every piece of software ever supports it, but only supports basic geometry. You can't save animation, skins, sub-objects, etc.
Fbx supports just about everything, but it's a proprietary format afaik. Dae (Collada) is the open alternative, but it's got its own issues... which I can't remember, because it's been a while since I used it.
Perhaps you could take a look at the python FBX exporter that Blender uses. :) (Blender doesn't have an importer though because of licensing problems.)
How goes the game?
Man do you guys remember the Doom 3 Alpha leaked version? The Alpha had awesome scenes in it like at part: 1:55 and at the ending where your head gets ripped off..that was awesome ;) I don't recall they had that in the final game? Wish they left those parts in...
http://www.youtube.com/watch?v=EtDCYGbYdSA
Its probably a good idea to use it as it will save you time and make your engine a little more versatile.