TrueSpace to B3D Export

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TrueSpace to B3D Export // Game Development

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Post by Doc308 // Aug 29, 2008, 6:50pm

Doc308
Total Posts: 3
Likethe subject says, a way to export from TrueSpace to .b3d format using one free tool!


My friend asked me to help him in his project, and since I have a whole slug of talent, I decided to help. My first role was to create some 3D models, so I needed to know the format. This led me to finding a way (cheaply) to do so. So, here it is:

http://www.delgine.com/index.php

The program is called DeleD, it has a free LITE version and a PRO version for like $80, but the LITE version is capable of importing a direct x mesh, and exporting out a .b3d file. You need to download the importer/exporter for .b3d, which is found: http://www.delgine.com/plugins/viewPluginCategory.php?catid=40&catdesc=Exporters

I have successfully exported a .x format model out to .b3d from TrueSpace, and it looked fine. Since I just picked up RC, I haven't tested it out much, also I haven't checked on Animation & UV Unwrapping (but it looked like the mesh I used kept the uv's in tact).


So, now I'll be making sure it actually works, but at least it's a completely free (NO ROYALTIES NEEDED, even on LITE!!) way to go from TrueSpace to RealmCrafter. I'm going to be posting this around a few other places, but figured I'd share!


Doc

Post by Eagle // Aug 29, 2008, 7:13pm

Eagle
Total Posts: 221
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I hope they add this feature to TS, beacuse in GameSpace you can export out to .b3d with no problems at all and its native to Gamespace. It would be nice to have this in Truespace!


Always~

Vickie ;)

Post by TomG // Aug 30, 2008, 2:02pm

TomG
Total Posts: 3397
Sadly there are too many formats for us to cover - rather than wait for us to tackle your chosen favored format, why not contact all the developers and companies, eg those behind B3D or behind standalone exporter and converters or behind the game engine, and let them know that a free tool is out there for modeling in the form of trueSpace7.6, and if they could make an exporter now that the SDK is available, then they could empower the users of their game engines, or profit from the creation of said exporter. After all, its a potential audience of hundreds of thousands or even millions now that tS is free :)


Since we have to focus on the core of the software itself, it would likely be faster to have specific formats developed via that method (plus if the engine developers, say, did the coding, they'd be sure it exported in the way their engine needed).


HTH!

Tom

Post by KevinMc // Aug 31, 2008, 8:14am

KevinMc
Total Posts: 8
Tom, near as I can tell, Blitz is basically a dead stick in terms of the company doing the support. I think it's very unlikely we'll see an exporter coming out of them!


On the flip side, there are almost five thousand Realmcrafter users now, and the number is growing by a few dozen or more a week. That's a lot of people looking for a good modeling package that can export to B3D! Previously, Eagle and myself were among the main folks in the community advocating for Gamespace for RC modeling, but with Gamespace gone... Well, a B3D exporter would have a pretty big userbase, let's put it that way. ;)


Right now we are forced to run models through Deled, Blender, or (if you're lucky and an old Gamespace user) Gamespace if we want to use Truespace.


Unfortunately, I just lack the skills to do this myself, but I very much hope someone who has those skills would lend us their talents. :)

Post by transient // Aug 31, 2008, 1:53pm

transient
Total Posts: 977
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You could also try fragmotion (http://www.fragmosoft.com/forum/index.php?topic=462.0). It's also receiving an update soon that apparently benefits (http://www.fragmosoft.com/forum/index.php?topic=462.0) b3d users.


Unless you use 3dsmax you're not going to have much luck convincing software developers to make plug-ins for your 3d software of choice, I'm afraid. This is one reason why it's still king for games. Other software occasionally gets supported, like blender or lightwave depending on the engine, but the (perceived) minnows of 3d land rarely get a look in.


Even one or two working exporters to the main indi solutions like conitec mdl or b3d may get the ball rollling.

Post by Doc308 // Sep 8, 2008, 8:42am

Doc308
Total Posts: 3
Well, at least I gathered some attention. I have tried to contact Blitz, but they said they wouldn't touch an exporter, unless someone from the community there felt like doing it. I doubt that'd happen anytime soon as well. I also, posed a question to another source for exporters, and they had assumed the b3d format to be dead. Who knows, I might get a response back on that eventually.


Fragmotion may very well be the best tool (besides Blender) that can go direct. From what I can tell (based on what info I have), Fragmotion can import and export b3d format and also read in x format. You lose a little in the transition though. In fact, the options available on exporting are very limited in TrueSpace from what I can gather. The ONLY effective means I have had with exporting has come from the model side. I have NOT found any means of reading the x format from Workspace side that registers.


The RC community is growing, and may very well expand even further now that the source code is switching gears from Blitz to C++. It will draw a vaster audience, because far more people know about C++ than blitz. At least, I can only assume as much.


If I had a clue as to what it took to make an exporter, I'd almost consider taking the task on myself. I am an experienced programmer, but I don't even know for sure where I'd start with an exporter plugin. I'm always looking around though for options, hence why I started this thread to begin with.


I don't suppose there's anyone here who might assist me in getting started with writing an exporter. If I can get enough information, and actually figure out what NEEDS to be in there, and how to get through all the formatting criteria, I'd be happy to at least try. I'm sure there are probably others here that might even assist. I guess I could start by looking at the TS SDK, I know that's going to be a necessary component. But, not sure what all I will need for "specifically" the b3d format. I don't suppose the Gamespace one could be exposed, so as to re-write it in a sense for TS?


Who knows.. We might eventually get something together.

Post by Eagle // Sep 16, 2008, 4:54am

Eagle
Total Posts: 221
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I have not found a better tool than Gamespace for export to all the indie game engines. I cannot believe it was not more popular! Anyway, a short-cut to get around the export problem is to use Milkshape. It has about every format there is built into its export and you can move cob files into it. Shoot, I don't think there is to much out there that can't be imported to MS. Most of the exports for Gamespace came from Milkshape anyway. So that is another way you can get TS7.6 to work for you.


always~

Vickie ;)

Post by redcrosse // Sep 16, 2008, 1:26pm

redcrosse
Total Posts: 19
I totally understand that it's a pain to support a plethora of formats out there, but can't a survey or user poll be taken to get everyone's needs understood and then implement the "top whatever" that seem to be in demand?


<shamelessplug>fbx</shamelessplug>


:p

Post by transient // Sep 16, 2008, 1:49pm

transient
Total Posts: 977
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I think Caligari's (and others) reluctance to make convertors isn't so much the creation of them, it's supporting them down the track. Caligari can't control updates to other software which may affect them, and vice versa.


Whichever side creates the plug-in is going to be bound to the other company to some extent and their updates, if you get my drift. I suspect Caligari really don't want the hassle of dealing with this, on top of the other gripes and needs people have.


It's a no-win situation for us. Troopers like fragmotion and milkshape seem to be having a go, which is good, but these apps are single user efforts and they can only do so much.


Hopefully Caliagri will create a rock-solid Collada importer/ exporter. At least then we will have a common format to work with. It's a lot more likely that whatever software you use will support this eventually.

Post by remnar // Sep 18, 2008, 1:50pm

remnar
Total Posts: 105
Caligari and other similar companies (3dsmax, maya etc) should come together and form a set of rules for exporting 2d and 3d meshes. Sort of like there is for Ansi and Unicode.

Post by transient // Sep 18, 2008, 7:45pm

transient
Total Posts: 977
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I think this was what fbx and collada were supposed to achieve.


A universal format would be ideal, however big businesses tend to develop a stammer when it's suggested that they help develop something potentially beneficial to their opposition that they can't patent.


I wouldn't hold my breath.

Post by seavu // Sep 19, 2008, 4:49am

seavu
Total Posts: 46
The user community would love to help out with exporters but few of us are professional programmers. The SDK is terse to say the least. Can I suggest that a really good example exporter with methods to access and export mesh, material data, shaders or whatnot written by Caligari would really help.
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