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xhladi07
PostPosted: Thu Sep 20, 2007 7:51 am    Post subject: Export possibilities Reply with quote



Joined: 20 Sep 2007
Posts: 1

Hello everyone,

My company realy interests with your program. But in demo I couldn't try the most iportant thing for us: exports. Could you tell me which formats are avileable to export in "no demo" version?

Thanks, Ales
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ALicu
PostPosted: Thu Sep 20, 2007 8:15 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hello, and thank for you interest in our program.

Out-of-the-box Grome exports to:

- COLLADA (terrain texture, and one set of UV, textures, but not texture layer configuration since no generic program (Max, Maya, Blender) can represent those directly from COLLADA, but it can be extended for specific application needs). The format also includes the scene object instances.

- OpenSceneGraph. Open source engine with rendering settings identical with OpenGL API. The entire Grome rendering (including terrain layering, custom orientated (vertical) mapping, all the layers shading, object instancing etc.) are represented in this format so OSG can render terrains identical with Grome. This plugin is a very good example of how to setup the pipeline to render the Grome terrain.

- 16bit RAW and PNG images for terrain surface.

- Simple to parse text format. This includes all the Grome scene elements and can be used by custom engines (a simple parser can be made very quickly) in case you don’t want to write your own custom plugin.

To be noted, that Grome comes with a well documented SDK and all the default plugins (import, export and utility plugins) come with full source code as part of the SDK.

Depending on game / engine / application needs, various clients choose different integration methods:

- Very tight integration. This usually means custom import / export plugins directly to customer engine. Clients can choose to create these plugins themselves or can use our programmer team. For the later case, they also (usually) require additional editing features for their custom application needs to be made under contract.

- Use one of the existing plugins. Some clients (especially from simulation industry) usually use OSG engine so they use OSG export plugin and only add custom application LOD to the exported scene graph. Others use the simple text format and parse it.

- Use one of the existing plugins only for partial terrain information. This is the case of customers that use Grome, for example, only for terrain surfaces creation. They usually use the 16 bit RAW export and import these images in their application / in-house editor for further processing. They can also take the layer images and assemble them back, separately in their application.

So depending on your custom application needs / specifics you can opt for various degrees of integration with Grome. In the end, all types of integration are possible. Now, with custom properties assignment per objects, you can even use Grome as your game dedicated editor and create plugins for import / export from your native file formats.

Even though writing plugins is usually an easy task, in case you don’t have the necessary resources (programmers), you can opt for our team to provide the necessary custom work under contract.

I hope this clarifies your concerns.

Best Regards,
Adrian L.
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leaknoil
PostPosted: Mon Dec 17, 2007 12:30 am    Post subject: Reply with quote



Joined: 17 Dec 2007
Posts: 1

Are there any existing Unreal Engine 3 export solutions available already ?
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ALicu
PostPosted: Mon Dec 17, 2007 7:31 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

We are currently working to make this kind of integration available to Unreal 3 licensees (we are in talks with Epic Games about this). This integration exists but it is currently in testing phases by our developing partner. We will inform all our interested clients once this integration is available. I cannot promise you a certain date yet.

Regards,
Adrian L.
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