lag01 wrote:I know nothing about 3D modelling, but file /games/minetest_game/mods/default/models/charakter.x is 323kB big, it is a lot compared to textures etc...
It cannot be optimized or there will be no gain of doing that?
irrlicht.sf.net wrote:Currently supported textures file formats:
JPEG File Interchange Format (.jpg, r/w)
Portable Network Graphics (.png, r/w)
Truevision Targa (.tga, r/w)
Windows Bitmap (.bmp, r/w)
Zsoft Paintbrush (.pcx, r/w)
Portable Pixmaps (.ppm, r/w)
Adobe Photoshop (.psd, r)
Quake 2 textures (.wal, r)
SGI truecolor textures (.rgb, r)
Currently supported mesh file formats:
Animated objects:
B3D files (.b3d, r, skeleton)
Microsoft DirectX (.x, r) (binary & text, skeleton)
Milkshape (.ms3d, r, skeleton)
Quake 3 models (.md3, r, morph)
Quake 2 models (.md2, r, morph)
Static objects:
Irrlicht scenes (.irr, r/w)
Irrlicht static meshes (.irrmesh, r/w)
3D Studio meshes (.3ds, r)
Alias Wavefront Maya (.obj, r/w)
Lightwave Objects (.lwo, r)
COLLADA 1.4 (.xml, .dae, r/w)
OGRE meshes (.mesh, r)
My3DTools 3 (.my3D, r)
Pulsar LMTools (.lmts, r)
Quake 3 levels (.bsp, r)
DeleD (.dmf, r)
FSRad oct (.oct, r)
Cartography shop 4 (.csm, r)
STL 3D files (.stl, r/w)
PLY 3D files (.ply, r/w)
Calinou wrote:irrlicht.sf.net wrote:Currently supported textures file formats:
...
Animated objects:
B3D files (.b3d, r, skeleton)
Microsoft DirectX (.x, r) (binary & text, skeleton)
Milkshape (.ms3d, r, skeleton)
Quake 3 models (.md3, r, morph)
Quake 2 models (.md2, r, morph)
...
bbmario wrote:What is the mod that adds the default player model? bones? Where are the animation frames handled?
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