Re: ForgeX Beta Released
Posted: Wed Aug 15, 2012 1:55 am
Let's see if I can explain this...
File Locations
The .forge files are containers of compressed datafiles. When you select a .forge file, you a shown a listing of the datafiles contained within it. When you select a datafile, ForgeX decompresses the datafile and organizes it into categories of files contained within the datafile. Some datafiles do not show a listing of what is contained within, because I have yet to determine the nature of all file types.
File Relations
When you select a model file, inside that file is the vertex info, texture coordinate info, face info and IDs to other required files, such as animations and materials. If the ID of the material can be found inside any of the decompressed datafiles contained in the parent .forge file, then inside that file ForgeX looks to determine the ID of any Material Sets used. ForgeX will then go through the same process to determine the IDs of required texture files.
You will often find the same file in multiple locations, the game engine certainly has a better handle on where and how to find the required files than ForgeX does. I created ForgeX to be as quick as possible and use as little resources as possible and still give you some way of knowing what it is you are looking at. In turn, this does give it some limitations.
Hopefully this provides some insight into some of your concerns.
Thanks for your support,
Type of model makes no difference. It's all about where files are located and the relationships between files.Walrus wrote:I've read the previous messages but I didn't find anything about this issue. Opening both models from Brotherhood and Revelations, almost every model it's showed in the model viewer without textures:
Does it depends because they're static models?
File Locations
The .forge files are containers of compressed datafiles. When you select a .forge file, you a shown a listing of the datafiles contained within it. When you select a datafile, ForgeX decompresses the datafile and organizes it into categories of files contained within the datafile. Some datafiles do not show a listing of what is contained within, because I have yet to determine the nature of all file types.
File Relations
When you select a model file, inside that file is the vertex info, texture coordinate info, face info and IDs to other required files, such as animations and materials. If the ID of the material can be found inside any of the decompressed datafiles contained in the parent .forge file, then inside that file ForgeX looks to determine the ID of any Material Sets used. ForgeX will then go through the same process to determine the IDs of required texture files.
You will often find the same file in multiple locations, the game engine certainly has a better handle on where and how to find the required files than ForgeX does. I created ForgeX to be as quick as possible and use as little resources as possible and still give you some way of knowing what it is you are looking at. In turn, this does give it some limitations.
I never did like the OBJ format, but it is there because it is universal. Because of it's universality it relies on the import script used to handle the information contained within properly. The script I have for 3DSMAX 6 - 9 will not apply the textures. The one that I use for 3DSMAX 2012 does apply the textures. Although it does look as if both handle meshes without a defined material incorrectly. Whether that is an issue in the way I have written the OBJ file, or the way in which the script is handling the OBJ file, I have yet to determine.Walrus wrote:Also exporting in .obj format importing in 3ds Max 2009 and 2012 they're without textures or materials. Usually they're under the same material even when it's clear that the model uses different texture files. I'm using the same import settings posted [snip]
Hopefully this provides some insight into some of your concerns.
Thanks for your support,