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| Ingot |
Posted: Thu Mar 22, 2007 1:36 am Post subject: Object Creation |
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Joined: 25 Feb 2007 Posts: 7
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Is there a tutorial somewhere that will tell me how to add my
direct x or 3ds objects to my Grome terrain? I noticed that
the trees that come with the demo are in .lod format.
I know what level of detail is... I just don't understand how to
import other formatted objects. |
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| ALicu |
Posted: Thu Mar 22, 2007 7:45 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1259
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LOD is a native Grome format. It is actually a LOD chain (multiple other objects linked together in a single lod and shown at various distances). You can create LOD chains with the help of the Package Browser but you will need the other objects to add to the chain.
You can import other formats with the help of the SDK (which is present in the full version). So if you have the SDK you can write your own object format (or use one already present like COLLADA to which Max, Maya, Blender are able to save). Then you can create LOD objects from this formats (so basically you can, for example, setup Max objects as LODs).
So for now (in the demo version) you can test only with the provided objects. |
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| Ingot |
Posted: Thu Mar 22, 2007 7:48 am Post subject: Direct X |
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Joined: 25 Feb 2007 Posts: 7
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| Can I import direct x and 3ds files into grome? |
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| ALicu |
Posted: Thu Mar 22, 2007 7:50 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1259
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| At release time, these formats will not be available directly. You can convert them (and there are multiple methods) to COLLADA, for example, and browse and read them directly in Grome. We will add this formats shortly after release (3ds, Maya .obj). |
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| Ingot |
Posted: Thu Mar 22, 2007 7:53 am Post subject: direct x |
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Joined: 25 Feb 2007 Posts: 7
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Ok,
I have a game engine that is written in direct x.
Will I be able to export my grome levels to direct x format? |
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| ALicu |
Posted: Thu Mar 22, 2007 8:02 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1259
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| Once you have the SDK you can import and export from/to any format. You will be able to write your own plugins (which is pretty simple if you are a programmer as lots of examples with full source code are provided). With time we will also add support for all common formats (and .x is one of it) but I cannot give you an exact date. |
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