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 External Formats Supported by Grome « View previous topic :: View next topic » 
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quad
PostPosted: Mon Nov 10, 2008 10:27 am    Post subject: External Formats Supported by Grome Reply with quote

Site Admin

Joined: 06 Sep 2005
Posts: 61

Here is a list of external formats supported by Grome (in all editions).
NOTE: these are the out-of-the-box formats. Users can use the Grome SDK to save and load from custom formats.


Image formats read for objects and terrain textures: bmp, jpg, dds, tga, png, tiff, gif.


Data Import via out-of-the-box plugins:

- Terrain heightmap imported from: 16bit raw, 16bit png, BT, DTED0, 1, 2, Google Sketchup (KML/KMZ), GeoTiff.
- 3D Objects read from COLLADA format (standard format written by many modeling applications: 3DSMax, Maya, Blender, XSI, Modo etc).

WARNING! For most of the above programs we recommend using OpenCollada plugins found here:
http://www.opencollada.org/


Data Export via out-of-the-box Plugins:

- Terrain heightmap as 16bit raw, 16bit png.
- Texture layers as separate or continuous images.
- Complete scene (terrain + objects) data as simple to parse text format.
- Export to COLLADA: terrain heightmap, one image per zone, scene objects.
- High resolution (up to 512000x512000) jpg and png collapsed texture layers. The default exporters can bake terrain texture layers creating BEV (Birds Eye Views).
- Georeferenced data as DTED.
- High resolution baked images as geotiff.


Export to 3rd party engines:

- Torque: http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_torque
- OpenSceneGraph: export complete scene data as .osg or .ive:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=Editor/ForEngines/editor_osg
- Unreal3: available through Unreal Developer Network.
- Unreal Developer Kit (UDK)
- Unity3D (including support for iOS).
- Ogre3D: usage of our Graphite middleware.
- 3D Game Studio

NOTE: Other engines supported as long as they can import heightmaps from raw or png formats.


Post here other formats you want to see implemented or issues with the existing ones.

Best Regards,
Grome Development Team
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giyomu
PostPosted: Tue Mar 02, 2010 12:02 am    Post subject: Unity 3D Reply with quote



Joined: 01 Mar 2010
Posts: 1

Hello,

I just catched your website and this software from a unity forum, and I just wanted to know if you have any plan to also make an "out of the box" format for unity engine ?

Actually unity have a build in terrain editor which allow for Raw map import / export and use splat map for layer texture.

As i see that you have quite a bit of indy game engine going on in your futur support , I just ask about Unity then , as it's quite popular recently.

thanks
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ALicu
PostPosted: Tue Mar 02, 2010 7:49 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

We do have several clients requesting direct format export for Unity. We did had some talks with Unity developers about a common support for integrating Grome with Unity but it seems that they prefer to develop their own editing solution.

That being said, we will try to offer in the future a more easy integration of Grome terrain in that engine but I don't know if we can offer a one-click solution (as many of Grome features are not supported by most of the games like vertical mapping, all types of terrain shading etc).

As long as the engine supports importing of raw and usage of splatted textures, anyone can use the default Grome plugins to have normal Grome terrain in the engine. We may offer tutorial how to do this in the future with Unity engine but I cannot promise a certain date.

Anyway we are more than happy to assist you in this task. Some other exporters started this way (community first developing support and we helping them and also developing a helper plugin). An example is Unreal (UDK) support:

http://www.quadsoftware.com/forum/viewtopic.php?t=550

Regards,
Adrian L.
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jbh142
PostPosted: Thu Apr 29, 2010 8:20 pm    Post subject: Reply with quote



Joined: 29 Apr 2010
Posts: 6

With BigWorld now an Indie product do you plan on adding a plugin to work with it???
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ALicu
PostPosted: Fri Apr 30, 2010 6:09 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Thank you for pointing that out. Bigworld is indeed a very interesting product especially for MMO market. We will have a look over its features and maybe contact their developers. Support for a certain engine depends on the interest of our existing clients for it (if many of them request it) and the popularity of that engine (creating an integration for it brings us more clients). This is the first time this engine support was requested but that doesn't mean we will not allocate time for it in the future. I cannot give you a certain date as we have many other integrations in plan (Unity3D, finalize UDK integration etc) but we are more than happy to assist you in case you decide you can do the integration yourself. Most engines accept 16bit raw for heightmaps and various ways to import terrain textures and their masks so I wouldn't be surprised if integration with BigWorld is not already possible with existing plugins. Otherwise, Grome SDK can be used to create a special exporter.

Best Regards,
Adrian Licu
Quad Software CTO
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johnju
PostPosted: Mon Apr 07, 2014 4:37 am    Post subject: EXport formats Reply with quote



Joined: 07 Apr 2014
Posts: 1

Does anyone know if Grome can export the 3D terran graphics in the formats compatible to AutoCAD or in format of STL?
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ALicu
PostPosted: Mon Apr 07, 2014 6:51 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

We are not supporting STL format directly but we do support Collada export of terrain geometry. Don't know for sure but there is a great chance that Autocad can import from collada files.

Here is a sample collada file exported from Grome:
http://www.quadsoftware.com/storage/exportsamples/4ZonesCOLLADA.rar
That you can use for testing.

You can also check the 16bit raw export as many are supporting this format too.

Kind Regards,
Adrian Licu
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