
February 7th, 2007, 02:22 PM
|
Contributing User
|
|
Join Date: Aug 2005
Posts: 472
Time spent in forums: 1 h 10 m 35 sec
Reputation Power: 0
|
|
lol you still not quite expalin ....
as most 3d games in the industry can hold all this data in it's own native file format and can deliver the goods at the end of the day, it is just the amount of hoops that the home user has to jump through becouse they don't have a c# dev team to build an exporter to these engines ....
one of the up and comming file formats is DTS for the garage games torque engine as it is growing in popularity in student users wanting to delve into the game industry. but UT and Quake are the top of the game these native file formats can take all the bones and wieghts and actually animate in the engine saving import issues ...
But as for the Silent Storm engine i have little knowledge of this rusian company Nival Interactive other than that they are commiting a lot of resources into facial animation plugin for the engine and their involvement in the Might and Magic series, They do have full editable levels and props but not shure what file import type is it's native and what export fomat support there is for 3d apps, but would be willing to do some tests to see how versatile these formats are, but would need to do the research on the bone count, morphs, poly max, bitmap sizes, colour depth, file size, animation length ect
Soz not of much help
Respects
Drew
|